by changing it to something backed by a HashMap with
the id as key things can be found without looping over every element.
This reduced the startup time on my machine to about half of the original time
- added or altered spritesheets are now linked with relative paths so that they can be committed to an ATCS project and don't have any unwanted path infomation included
- when exporting the project all links to spritesheets are now changed to ../drawable/FILENAME.PNG
own backlinks now. Quest log entries and dialogue replies are now
translatable too. Multiple minor UI improvements (notably multiline text
area are now taller, and rewards and requirements appear more clearly in
the dialogue tree view).
main changes are:
- Modified marker (* character before name) goes up the project tree by
marking all parents of a modified object as modified.
- Impact management when changing an object's ID. Allows for some
refactoring to occur, while marking the impacted elements as modified,
or aven creating "altered" versions if imapcted element was only in game
source.
!! Also, "created" elements show the "unsaved" asterisk in their
description until they're saved to disk.
Added a button to the spritesheet editor to open image in an external
tool too. This may or may not remain in the app.
handle adding spritesheets. Fixed colorfilters not showing on the
worldmap and replacements simulator. Added "display type" (a.k.a rarity)
item field in the Items comparator.
- Projects can now use either loadresources.xml or
loadresources_debug.xml, or none (as before). This must be selected at
project creation and cannot be changed.
- NPC and Items comparators now include both the source and altered
version of elements present in both.
- Spritesheets view should now be better laid out, as insets were not
taken into account, thus cropping a few pixels right and down.