Similar to main's adaption in a prior commit, let's use the relative offsets.
adds total nook miles earned to editor
fixes the off-by-one indexing for achievement list
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.
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.