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render town outside borders #3331

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@qndel qndel commented Oct 30, 2021

image

@qndel qndel added the enhancement New feature or request label Oct 30, 2021
@Chance4us
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Oh that's great. Let's place some monsters and quests over the river.

@AJenbo
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AJenbo commented Oct 30, 2021

Open world!

@qndel
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qndel commented Oct 30, 2021

Oh that's great. Let's place some monsters and quests over the river.

that area is not walkable, it's fake :)

@NiteKat
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NiteKat commented Oct 30, 2021

Oh that's great. Let's place some monsters and quests over the river.

that area is not walkable, it's fake :)

I say this is proof enough that this is a good enough PR and accomplishes the job it's meant to. 😆

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Makes it look much nicer at larger resolutions :)

Using positions instead of tile IDs is unfortunate, but I see why that's necessary given the way DrawFloor currently works.

I noticed a lot of the conditions in RenderTownBorders were selecting the same set of tiles so I had a go at collapsing the common conditions, qndel@96e87a2 for the diff if it's of use.

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@qndel qndel force-pushed the endless_grass branch 4 times, most recently from 70c8b1d to 817e79d Compare October 31, 2021 15:35
Co-authored-by: ephphatha <ephphatha@thelettereph.com>
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Co-authored-by: Andrew James <ephphatha@thelettereph.com>
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@qndel qndel added this to the 1.4.0 milestone Nov 7, 2021
{
if (leveltype != DTYPE_TOWN)
return;
static bool firstRender = true;
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Let's do this without this static bool, e.g. by having a separate function for the stuff inside if (firstRender)?

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this part of code is basically me giving up trying to do it the normal way and going with a hacky approach instead 😅

@AJenbo AJenbo modified the milestones: 1.4.0, 1.5.0 Dec 17, 2021
@AJenbo AJenbo modified the milestones: 1.5.0, 1.6.0 May 16, 2023
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6 participants