Warlander

Developer
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Everything posted by Warlander

  1. When placing an object, hold the mouse button and move your mouse around.
  2. I moved abroad month ago and earlier today set up my first (temporary) dev setup at the new home - next 3 months probably won't see much development, but I'm hoping to come back to active development once I'm all set up.
  3. DP3 is backwards compatible with DP2, if it worked before it should work in a new version as well.
  4. There's some progress, although slower than I would like. https://i.imgur.com/bX1Y5ed.mp4
  5. It will be both, when I update the desktop version web version gets updated shortly after.
  6. In DP2 there are cave tools, but uneven floor and ceiling would need to be done by hand. 🙂
  7. Merging multiple deed dumps into one file? - not planned as of now, but I will leave window for implementing it later when overhauling save/load system for 3.3 version. Creating "layers" in one file to show various constructed states of the deed, without having to load separate map files? - not planned for now, it is theoretically possible but would require quite a lot of work for a rather niche feature.
  8. Few people messaged me if DeedPlanner will be affected by recent Unity controversy or if there will be DeedPlanner 4 written in Unreal, so I will answer these questions in one post: DeedPlanner development will continue in Unity - there's no reason for it to switch to different engine given it's a free program that will never reach minimum revenue threshold for changes to be relevant and core architecture of the program is very robust, so switching engines would be of little to no benefit while requiring months of work to rewrite - especially given WebGL became main draw of DeedPlanner 3 so far, and other engines either doesn't support it at all (Unreal Engine, Stride) or have worse support for it and other features used in DP than Unity (Godot).
  9. It's also something that's planned for the next version - I already overhauled input system to make adding keybind customization easier, now I just need to add actual support for it.
  10. New outlines! Originally I added them just for bridges, but I think they could be useful for everything else as well:
  11. Showing the progress, update will still take a while - I can't give final deadline yet but I expect to release it before October.
  12. Sounds like a good idea, I will add it to list of features I want to implement - it won't be part of next release (3.2.0), but will be added at later point.
  13. Small feature: in new DeedPlanner version, grid lines will fade out and become less visible over the distance! Before: After: This works in all view modes - so lines in 2d view become less visible over the distance as well.
  14. I have a question to all of you: what do you think about input smoothness? 1. I like it (there is input smoothness on most inputs in DeedPlanner 3 right now) 2. I dislike it (it's how most inputs work in DeedPlanner 2 Just two options, because I want to grasp general attitude towards it in a tool like DeedPlanner. I'm asking because I'm planning some changes to input system in the following days that will change how all inputs in DP3 work, and have an option to either keep smoothness as is, remove it or make it optional (making it optional still means deciding what default that most people are likely to stick with is, through). My personal opinion in spoiler:
  15. Hmm... this sounds like a bug, web version and desktop version should be the same except some minor technical differences.
  16. DeedPlanner already counts these tiles, but never includes them in summary - I will consider how to add them to the summary without introducing additional noise. (knowing how many farm tiles or tar/clay tiles there are is useful, how many grass or dirt tiles - not so much)
  17. When it comes to database, honestly the only rule is to prevent duplicate shortnames from existing (they are basically just ID's) - program also checks for duplicate ID's on its own on startup and will print errors if there is any duplicate. Other than that, as long as they follow some logic similar to currently existing shortnames they should be ok!
  18. No updates for now - I will likely take long holidays in 2-3 months from now through, so I will take another look into the project at that time. (or earlier) Current bridges status in development version - they are supported by maps and they are loaded into the program from DP2, flat bridges are rendered correctly, there are still graphical issues with arched and rope bridges that need to be resolved. No way to add new bridges yet. I would greatly appreciate any community updates to the database - it went without updates for quite a while now, so it is missing a lot of things that were added since last update. I can push official update at any time once there's enough things added to justify releasing a new version.
  19. DP3 doesn't really have much issue tracking, but some clear issues are: - web version have some compatibility issues with modern browsers (especially for saving and loading) - relatively time-consuming issue to fix as it requires a lot of game rebuilding and Unity <> JavaScript bridging) - web version requires consistent internet connection to work correctly - handling of models isn't optimal, it could be done with a shader instead of creating separate models for differently angled models for a big performance boost - I'm aware of some issues on Mac computers, but as I don't have any Mac around I can't debug them - Keybind customization doesn't exist in any capacity, input system overall could use a rework When it comes to features, there are only two big ones I can think of - bridges and caves. I did some work on bridges and they are implemented in DP2 in a way which allows to copy a lot of code from it to DP3, but they are still very time-consuming feature to implement.
  20. I'm very rarely making new commits, but I'm still active and overseeing the project.
  21. Pastebin sometimes recognizes DeedPlanner saves as spam. I might add alternative web saving options in a future to mitigate this problem.