Updates the Field Item Editor to render layers based on the entire map, and the per-patch positioning of each layer.
Import/export will gracefully handle upgrade/downgrade, and viewport import/export will gracefully update tiles rather than a per-acre basis.
Performance has also been slightly improved; no allocation is done anymore when updating the image.
Different means of expression for the 8 byte item structure's FreeParam
Will be expanding the ItemEditor so that it has a checkmark to toggle Extension Item editing behavior.
Removes IHeldItem as there's no need to abstract it.
put a folder named "items" with the english named item sprites (tbd if we change to a more sane filename format)
bring your own files, it's like 45 MB so not distributing with the EXE.
Preallocate the terrain-building objects and reuse
changed:
- grid alternates with a slightly-darker to help indicate the larger 2x2 tile grid.
- put plaza & buildings behind the gridlines
Adds a transparency slider to have the field items fade so you can see the underlying terrain tile.
Not really optimized (allocates every time), but it should be fine for now.
Make the None item transparent, so that the entire map bleeds through (clear clarity).
Move sprite resources to subfolder for organization
Add FieldItem class (replaces MapItem), might work in a field item editor (similar to building editor)