Level Editor : walls and basemaps now have various color adjustments to see more clearly the 3D shape formed by lines
Also the dragging dots to resize walls/basemaps are now resized based on zoom level, so that when you zoom-out a lot, the dots are still big enough to be easily picked by the mouse.
+ other minor fixes
Animation editor : fixed rangez visual representation, and added a checkbox to enable/disable rangez visual representation @O Ilusionista
Level Editor : fixed basemaps dot dragging causing errors @kzr
Added option -> "Check external file updates" to be able to disable these checks.
Range box can now be edited from any frame. It will bet set on frame 0.
WARNING : if you previously set range on other frame that frame 0, this old range line will probably be updated but not deleted by CMT. You can delete the line manually if you want, but keeping it will not cause any problem (as the values will match the new values)
Button to add and delete range are now properly activated.
Added support for rangez, which is now visually previewable.
Bug fix :
- Level Editor : restored zoom and unzoom buttons (they were broken due to changes in last rev)
- Entity editor : the background grid now has a really negative z value instead of 0, so you can now preview binding entity with negative z value (previously they would be hidden by grid)
Level Editor : Zooming (and unzooming) is now cursor centric. That means the zoom will center on the cursor point (instead of screen/absolute center). It's way more practical like that to quickly navigate where you want within the level.
Reload button (in left panel) will now also clear cache of entity models (for level editor mainly). Forgot that cache in last version.
Fixed a bug where if you press reload button (left panel) while in "opened files" mode, it would force "library" mode
Added support for entity "facing" property (useful for level editor)
Entity/Anim editor : Fixed anim name parser so that it only parses lines starting with "anim" + some kind of white space. Previously it would parse all lines whose first word was "anim", causing problem if you were starting to write command "animheight"
- Level Editor : added "Show by group" button, next to "Tint by group". This button allows you to filter which group is visible, and will hide all others @O Ilusionista
- Level Editor : fixed bug where entity offset and shadow could be wrongly placed when using "update" button after having changed "altitude"
- Library Panel : reload button will now also clear all caches @bWWd
- Level Editor : shadows and offsets checkboxes now also supported by "hide checkboxes will now retain states between switch from level to text and back to level again".
- Level Editor : in "entity form" (when you select an entity) you can now view and edit "map" property and drop items properties (item, 2pitem, 3pitem, 4pitem).
@O Ilusionista
- Added a system to check if current file was modified outside of CMT after it was opened in CMT (for now only triggered in main text editor). This is useful only if you open the same file both in CMT and in an external editor.
- In last revision "sound" command processing was added, but if parameter was empty (like when you start writing "sound ", it triggered a crash). It's now fixed.
- Level Editor : finished ability to copy paste / entity. Be aware though that new entities will be added at the end of level file, so you might want to move the block of these pasted entities in text view.
- Level Editor : hide checkboxes will now retain states between switch from level to text and back to level again.
- "flipx" now not only flip sprite, but also xOffset (@O Ilusionista after doing some tests, I think that's what the engine does, not sure but you can check)
- Added an option to preview "sound" in "Anim" tab. You need to toggle it (it's next to export gif feature) @O Ilusionista
- Export gif : name of exported gif now defaults to "entityName_animationName.gif" @bWWd
- Export to GIF feature will now use applied palette @DCurrent
-All act palettes should now work (hopefully)
Added initial support for ACT palettes @DCurrent
Though it's probably not going to work with every act files. For now the code used to read ACT does work with DC files, but not Ilu. The format doesn't seem all standardized so I'll see if it's easy to make the code adapts.