Skip to content

EddyEditor: Fixed-index overlap layer handling #108

Description

@Krzyhau

Right now, placing a trile in an overlap trile requires a trile in a base layer (layer 0). Additionally, removing a trile in new layers shifts triles from higher indexed layers in given emplacement one layer lower. This is because of how the game is handling overlap layers - it's a sequenced list of triles assigned to an emplacement.

This can be a bit annoying to deal with in an editor - triles in further layers implicitly shifting one back when a trile is removed is not a good pattern. A suggestion I have is to change how we handle such cases to allow non-occupied slots in overlap layers. This would require us to either create a trile instance data which is ignored by the game or append extra information to a serialized trile instance data (sort of how Hammer Editor appends extra data to stuff in VMF files, later ignored during compilation process).

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Fields

    No fields configured for Feature.

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions