How to install:
- install node version 11.8.0
- npm install
- npm start
Base project: https://github.com/szwacz/electron-boilerplate End-to-end testing: https://github.com/electron/spectron App packaging: https://github.com/electron-userland/electron-builder
(just npm start after the first time.)
(Edit this if this is wrong. Need to install fresh.)
- Fill out the website
- Set up a pipeline for auto-builds
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fill, line
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ME4 bugs / improvements
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tileset
- If you've selected a parallax layer, the parallax offsets will apply to the tileset (???)
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general
- tools can be selected, but either cannot be used, or their effect not visible
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LINUX/OSX SUPPORT ON FILE ASSETS
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initialize the z-orders of palletes better, and save their order in the save/restore system
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notifications are broken, https://developer.mozilla.org/en-US/docs/Web/API/notification
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Extract all obs-related things into an appropriate library
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Fix Layers palette reflow if you initialize it hidden but then show it. (needs dynamic resize on show)
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Change mouse cursor to the current tool icon (or crosshairs?)
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force layernames to be unique
- update entity.location.layer on layername change
- update map.entities[layername] references on layername change
- move to UUIDs for this whole thing
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make all .dialog( calls pull from a universal width source
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God, make the edit dialogs look good what's with the lack of label orientation christ what is this the stone ages?
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do not overwrite .chr's in entity.filename with "default"
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Christ, figure out a better template formate than just having it inline (just use REACT already?)
- JSON data definition format for zone/entity etc? Autogen create/edit? Stupid? Smart?
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show scrollbars on main window if there are palettes offscreen.
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setup_shitty_obs_layer like setup_shitty_zone_layer.
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"Gather all" dialogs
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dialogs should live in a module
- enter should attempt to submit a dialog, no matter what.
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OMG, kill all caught exceptions from the framework. We should be able to "Pause On Caught Exceptions" in peace
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Map palette needs to remember dimensions.
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make sure map.renderString saves/loads properly
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add last eye-open/eye-closed state to savefile (seperate dict from 'game' data. editor-specific state.)
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verify load/save of layer parallax values.
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verify load/save of layer lucency values.
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restore Map palette dimensions like other palettes
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Need a menu item for gathering all windows within the given area, if they are offscreen.
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delete layers
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delete zones
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delete entities
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resize / crop layers
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entity palette
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VSP selector
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entity selector
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a way to show / hide entity indexes on map (and/or click-entity-to-select-it behavior)
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remove the hardcoded 16's in the entity palette: should be referencing the current tileset's tilesize.
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maybe have some data-marker in the format if it's px/py vs tx/ty?
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continuous drawing (draw everything in a line from prevLoc to curLoc per frame. BREZINGHAMZ J0)
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eyeball icons for entity layer should hide the "normal" entities
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we should change the entity layer paradigm since they can be ANYWHERE now
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eyeball icon for RENDER layer should do ????
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do we even NEED a render layer?
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all layers should have unique string names and that should be enforced.
- on successful layer namechange, change all entity.location.layers from old -> new
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properly initialize infoWindow upon load
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This list is not exhaustive
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rename default to VERGE3_DEFAULT
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on change of entity filename, reload all animation strands
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Require Entity name uniqueness?
- Modify mapscripts to select entities by name (break the index dependency)
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New Entity:
- Filename, even when tabbed to
- Animation <- dependent on valid Filename
- Facing <- dependent on valid Filename (maybe?)
- location.layer <- populate
- to package.json , "pre-commit": [ "lint", "validate", "test" ]
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