Author Topic: Changelog - picture heavy  (Read 57967 times)

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Offline Andy ONeill

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Re: Changelog - picture heavy
« Reply #435 on: March 27, 2021, 09:33:18 AM »
Map Editor

I've changed the way custom resource dictionary loading works.
There's a new folder within the maps folder called CustomResources.
Only the extension of a custom resource file name in that folder matters.
It must be .xaml.


If the file is not a properly formed resource dictionary the app previously did not handle this well.
It will now tell you it couldn't load the file.

Other aspects remain unchanged.
The content must be a valid custom resource file with a canvas x:Key CustomCanvas containing any paths you want to use.






Offline Andy ONeill

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Re: Changelog - picture heavy
« Reply #436 on: April 17, 2021, 09:12:40 AM »
Map and Scenario Editors

I've added a "validation" check for groundscale.
The default groundscale is 1m per px.
Along the way the elevation measure has changed from integer to float.
Originally integer elevation meant any change between px would be 1+m elevation difference.
1m change over 1m lateral movement is 45 degrees which is very steep and would stop movement.
Changing to float means you can now have decimal places in elevation so for example 0.001m elevation change per px is possible.

Meaning you don't absolutely need groundscale of 3+m per px to ensure units aren't constantly blocked by 45+ degree slope.
Having said that, the game is not trying to be skirmish so 1m per px might work but odd things could happen.

Offline Andy ONeill

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Re: Changelog - picture heavy
« Reply #437 on: April 18, 2021, 06:58:58 AM »
Map Editor

Added a file picker for custom resources.
You first load and a resource dictionary.
Then once loaded you may choose to import paths from it.
This isn't all one step because you may want to use the content of the resource dictionary to over ride styling or provide some background to a map.