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 Post subject: Re: 1.4 Functional Direction and Assignments
PostPosted: Sat Mar 21, 2015 5:22 am 
JamzTheMan wrote:
OK RPT, you mark one as "Submitted"!

I call it "Auto Resize Map" (vs Auto Resize Grid) and created a Topic for it @ viewtopic.php?f=86&t=25839

i can move stuff around but i cant create subfora, thats up to the admin....

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 Post subject: Re: 1.4 Functional Direction and Assignments
PostPosted: Sat Mar 21, 2015 7:36 am 
Updated
Quote:
Auto stamp resize (Jamz - March 2015, submitted March 2015) - Awaiting build 01


[Edit]
Created 1.4 Build 01 topic to discuss what will and won't make it into the next build.

[Edit]
I think I captured all the new feature/bug fixes to the OP. Let me know if I missed one.

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 Post subject: Re: 1.4 Functional Direction and Assignments
PostPosted: Sun Mar 22, 2015 7:42 am 
Sorry for the bump.

So keeping up with this as a forum topic is becoming a PITA. I've created a google doc spreadsheet for now. Hope to use github issue/feature tracker once I have time to dive into it.

I'll still paste updates into the OP.

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 Post subject: Re: 1.4 Functional Direction and Assignments
PostPosted: Sun Mar 22, 2015 8:31 am 
nice!

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GETTING STARTED WITH MAPTOOLS - TUTORIALS, DOCS, VIDEOS, TOOLS, ETC

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Excel Tools: Table and Light editors
MT Tools: Bag of Tricks: Tools for Maptool, Dungeon Builder I, Dungeon Builder II and onMouseOverEvent
Frameworks: Dark Heresy, Rogue Trader, Deathwatch, Black Crusade, Only War, SET Card Game, RoboRally
Wiki: Debugging Tutorial, Speed Up Your Macros, Working With Two CODE Levels, Shortcut Keys, Avoiding Stack Overflow, READ THIS


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 Post subject: Re: 1.4 Functional Direction and Assignments
PostPosted: Wed Apr 01, 2015 3:25 am 
Ok, I submitted pull release for #9 & 21!

I reworked what I had for #9 a little and it's now multi-threaded and I think pretty darn fast. I tested against my Mapping Object directory of images which is 7.54 gb, 46,758 files over 1,247 folders.

I limited it to 1000 results currently. If it's a generic search of, say, "a" it returns in milliseconds. It its something like "crates" it finishes in 2-3 seconds. (It updates live as it transverses the directory structure).

I have some more updates for the Asset panel but I'll need the rplib added to GitHub for that. I may add in some wildcard pattern search but for now it just does a "ifContains" so searching for "crate" returns "bluecrate1", "crates23" and "socratesStatue".

I may add in a "right-click-jump to directory" for that object but again may need rplib for that. I wanted to get this out sooner vs later for testing due to the "Multi-threading" as there can always be weird issues that pop up.

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 Post subject: Re: 1.4 Functional Direction and Assignments
PostPosted: Wed Apr 01, 2015 8:50 am 
Updated doc and initial post.

Also added task 32 - Bug Squishing and added your FOW fix to it as 32.1

[Edit: Updated OP with new requests and assignments]

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 Post subject: Re: 1.4 Functional Direction and Assignments
PostPosted: Thu Apr 30, 2015 3:13 am 
I noticed the google doc is view only or i would have done it myself. but can you add a 'wiki' collum where the link(s) to the function(s) can be put, so its clear that its documented. When ill have time ill create some pages.

like these:
Wiki: setZoom()
Wiki: getZoom()

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GETTING STARTED WITH MAPTOOLS - TUTORIALS, DOCS, VIDEOS, TOOLS, ETC

My stuff
Excel Tools: Table and Light editors
MT Tools: Bag of Tricks: Tools for Maptool, Dungeon Builder I, Dungeon Builder II and onMouseOverEvent
Frameworks: Dark Heresy, Rogue Trader, Deathwatch, Black Crusade, Only War, SET Card Game, RoboRally
Wiki: Debugging Tutorial, Speed Up Your Macros, Working With Two CODE Levels, Shortcut Keys, Avoiding Stack Overflow, READ THIS


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 Post subject: Re: 1.4 Functional Direction and Assignments
PostPosted: Thu Apr 30, 2015 1:22 pm 
While we're at it, should we have a "Tested" column?

Before going live, we should probably have at least 1 other person other than the developer sign off that it works (possibly by build if needed).

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 Post subject: Re: 1.4 Functional Direction and Assignments
PostPosted: Fri May 01, 2015 11:10 am 
I'm at somewhat at a loss as for what I should focus on now. Is there anything in particular people would like me to take a look at?

I would love to get some physics into the game so that for example tokens can't be moved through walls, but it seems like a somewhat overwhelming task at the moment.


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 Post subject: Re: 1.4 Functional Direction and Assignments
PostPosted: Fri May 01, 2015 12:33 pm 
What interests you? We still have some macro functions in need, 15.1-3, 15.11? or #22

#12 Could be meaty.

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 Post subject: Re: 1.4 Functional Direction and Assignments
PostPosted: Sat May 02, 2015 6:26 am 
JamzTheMan wrote:
What interests you? We still have some macro functions in need, 15.1-3, 15.11? or #22

#12 Could be meaty.

Thank you for the suggestions. I'll snag 15.11 (setSnapToGrid() function).


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 Post subject: Re: 1.4 Functional Direction and Assignments
PostPosted: Sat May 02, 2015 7:15 am 
For the Savage Worlds set, I would appreciate someone looking at 32.3 - grid size 1 gives an odd looking cone aura under lighting.

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 Post subject: Re: 1.4 Functional Direction and Assignments
PostPosted: Sat May 02, 2015 8:07 am 
I will take a look at that, since I am in that area with my play on Isometric maps. I suspect its an error in how the token size is being calculated. Unlike the other sight and light shapes, cones have a circle added to them that is supposed to cover just the token. I expect the problem is somewhere in there ;)

EDIT: Quickly copying the footprint code from Sight over to Light seems to fix the issue, providing you are happy with a cone aura also illuminating the token square, which I assume we are :)


Last edited by Jagged on Sat May 02, 2015 11:55 am, edited 1 time in total.

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 Post subject: Re: 1.4 Functional Direction and Assignments
PostPosted: Sat May 02, 2015 9:02 am 
Thanks. I'll see about branching this topic a little later for tracking.

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 Post subject: Re: 1.4 Functional Direction and Assignments
PostPosted: Fri Jun 12, 2015 3:31 am 
Are we going to add "Improved Looping" to the list? Seems like something we should do, since the tool supports deep looping, its just the regex in the Parser that objects ;)


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