Closes#729
1. Dark mode now applied correctly (was previously lacking)
2. Fixed terrain brush action (brush active is higher priority than drag, fix tile fetch)
3. Fixed writing of Building/structure labels; apply after Terrain
4. Single terrain brush form allowed, center to Field Editor on launch
Somewhat related: fix Show() load for non-ShowDialog() forms to center to parent.
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.
Similar to PKHeX's batch editor, probably with some stubbed functionality.
Example to change Oak Trees to apple trees:
=ItemId=60000
.ItemId=60001
;
=ExtensionItemId=60000
.ExtensionItemId=60001
Example to unbury all items:
=IsBuried=True
.IsBuried=False
.IsDropped=True
Setting a field item with the snap active will align it to the major gridlines. This will prevent the user from setting un-interactable objects (rocks, trees) unintentionally.
Having the auto-handle extension tiles will now delete all associated tiles when issuing a delete command on an extension tile, rather than just deleting the extension tile.
enabled by default
viewing an extension will calculate where the root node is (based on the extension values) and load it instead, only if the item ID matches. bounds check to be 100% safe from ppl placing random/bad extension tiles
Fix bottom acre row labeling for MapAcre stuff
Don't close png dropdown on checkbox click
Don't change map reticle position on map right click (only left click)
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).
jp/en/zh -- only english has been translated (duh)
keep in mind this translates the text in the program, not the internal flag names.
not sure if other languages need to be supported; from PKHeX's experience, only spanish is updated (besides jp/zh), as most users speak english or are fine using the program in english.
pls localize villager names and item names for non-english :P -- preferrably automated from raw game dumps