isActive: indicates if the tile is animated (eg: bonfire has fire or is extinguished)
isSupported: layer2 tile checks beneath it (layer1) to see if there's something to hold it up on that layer (sanity check)
Dunno how to handle the isActive set-on-save. I saw there was an isActive flag in my plaza, assumedly left there from a radio or something. NHSE does not change flag state at this time.
Closes#156
turning off auto-r/w won't happen if the auto-r/w itself fails. still pops open a message saying error until you turn it off in the other window.
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
Extracts logic from the building & terrain & field item editors for reuse / separation of concerns
Have FieldItemEditor select between Items & Terrain so that you can change the popup menu mode (view set delete)
Not sure how I want to show the terrain names...
Setting a root tile: will fill in the extension tiles
Deleting a root tile: will delete all extension tiles (it assumes extension tiles are valid)
Add checkbox to prevent overwriting tiles that aren't none (eg if you set a 4x4 and it'd overlap with a 2x2, the program would play a sound indicating that the requested operation was disallowed).
Closes#136 -- multi-select with the current drawing setup isn't really feasible. Bulk set/delete addresses the underlying request.
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 the ValidateEnabled check to the top to completely disable validation -- it is recommended to actually use the validation. This should work perfectly for everyone, assuming you haven't corrupted the region we're validating.
Game data structure stores as follows:
Item[20] bag;
u32 bagCount;
sbyte[20] binds;
Item[20] pocket;
u32 pocketCount;
sbyte[20] binds;
count is 0,10,20 depending on unlocked, and binding is -1 or 0-7 depending on where the item is bound (item quick use wheel)