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arborio's Issues

Some maps fail to load

  • Maps/KaydenFox/FactoryMod/1-Factory.bin (shrouded thoughts)
  • Maps/SpringCollab2020/4-Expert/Mun.bin

The former has to do with AudioState missing a Music key. The latter can only be known by sacrificing a small satchel of baby teeth to the black well of the forgotten age.

Undo/Redo

We should implement undo/redo on a per-tab basis. This can be accomplished by writing an "invert event" method and queuing the inverse of each event as it is applied. Some events will need to be redesigned to use persistent identifiers.

Bulk entity update

"hey ya see all these entities I got selected here"

"yeah boss whadda ya want with them"

"I wanna see what attributes they all gots in common"

"Yeah here ya go boss they're all the same entity so this is real fuckin easy. some of those attributes all have the same value but some of them have differing values."

"fuckin fantastic. now change all of the color attributes to purple."

"on it boss."

`index out of bounds` panic when scrolling around `7-Summit` zoomed all the way out

thread 'main' panicked at 'index out of bounds: the len is 3876 but the index is 3876', src/editor_widget.rs:193:30
stack backtrace:
<6 internal calls>
   6: arborio::editor_widget::EditorState::draw_room_complex
             at ./src/editor_widget.rs:193:30
   7: arborio::editor_widget::EditorWidget::draw::{{closure}}
             at ./src/editor_widget.rs:96:29
<15 internal calls>
  29: arborio::main
             at ./src/main.rs:116:5
<1 internal call>
note: Some details are omitted, run with `RUST_BACKTRACE=full` for a verbose backtrace.

Settings tab

We need a way to edit the app-global configuration, i.e. the AppConfig struct. Various pieces of it are scattered throughout, and those can stay, but we need a global settings manager.

Entity draw order

It would be nice if entities could specify a z-order in their configuration files. Bonus points if this has the option of placing the entity above or below the foreground.

Dependency editor

Gotta be able to say "This mod now has this dependency" and edit the everest.yaml accordingly

Select items on paste

It would be really cool if when you pasted a bunch of items into the editor, they were automatically selected so you could a) see what you just pasted, and b) manipulate it easily.

Undo room resize should undo tile crop

If you shrink a room with resize and then undo the shrink, the operation will not be completely undone: there will be empty space in the tile geometry in the part that was shrunk.

This is an annoying limitation of the way the undo-redo system works - events are expected to produce exact inverses of themselves when applied. This can be worked around by adding a new event type which the room resize can invert itself into which holds both the inverted dimensions and also any data that got cropped out by the resize. I don't fully remember, but I suspect there may be some level-of-abstraction issues when trying to implement this.

Alt-drag to add node

Presently it's a pain to add new entity nodes since there is only one button which adds the node with coordinates 0,0. There should be a shortcut, like alt-click-drag, to add a node and immediately be able to place it. There should also be a hint indicating that this shortcut exists.

Room/Selection tools need code deduplicated

Off the top of my head: within the selection tool and between the room tool and the selection tool, there's a tonnnnn of code duplicated with various tiny special cases sprinkled in related to managing selection, grabbing, movement, highlighting, resizing, etc. I genuinely fear touching these files. Help me

Auto backups

Any good editor saves periodic automatic backups and provides the opportunity to restore them on crash.

Allow hot-load of builtin config

Right now the Arborio config module is necessarily embedded in the binary. It would be nice if it could be configured to load as a directory/filesystem module, so that hot reload would work on it and we we wouldn't have to reboot in order to do development on that config.

Dialog parsing and editing

The celeste.rs crate supports parsing celeste's dialog text files. Not sure what kind of structure it gives you.

Proposed features:

  • "current language" switcher which selects which dialog files are loaded
  • use the current language's dialog files to render things like mod and map names
  • support editing this dialog in a per-mod dialog tab
  • provide links throughout the application to open the dialog editor tab pointed at a specific key

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