Add an in-game editor - #62

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FujiAPI:devfrom
psyGamer:editor
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Add an in-game editor#62
psyGamer wants to merge 101 commits into
FujiAPI:devfrom
psyGamer:editor

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@psyGamer

@psyGamerpsyGamer commented Mar 10, 2024

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Adds a currently still very WIP in-game editor.

Current TODO list:

  • Actor placement/selection
  • Actor picker for placement
  • Tool system
  • Local and global world spaces
  • Geometry editing
    • Vertex editing
    • Edge editing
    • Face editing
    • Vertex snapping
    • Edge snapping
    • Face snapping
    • Vertex colouring
    • Multi-texture fade
  • Play testing spawn locations
    • Position you were last at
    • Checkpoint you last triggered
    • Cursor position from editor
    • Nearest checkpoint to cursor position from editor
    • A specific checkpoint
    • Start of level

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This is just an initial review since this is still just a draft, so I wasn't super thorough, and will probably still do a more thorough review when it's done.

Comment threadSource/Data/Assets.cs
public const string MapsFolder = "Maps";
public const string MapsExtension = "map";
public const string MapsExtensionSledge = "map";
public const string MapsExtensionFuji = "bin";

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I feel like "bin" might be a pretty common file extension in general. If this is a custom format, we may want to come up with a custom extension, just to avoid confusion.

Comment threadSource/Data/Map.cs

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I think if possible, I'd prefer to leave the current Map file alone instead of renaming it to Sledge, and have this new base map file be named something else instead. Since we're trying to be more careful about not causing breaking changes as much anymore, I don't really want to risk that someone may be using the map for things already, and have that break unexpectedly.
Also probably unlikely, but if any upstream changes are made to the Map class there, it will make the conflicts less messy to sort out as well.


// Toggle to editor
if (Input.Keyboard.Pressed(Keys.F3))
{

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Not super important yet since this is still WIP. But I feel like maybe this should be tied behind a setting or something so they have to manually opt into it, similar to what I did for the debug menu, so non-modder players don't accidentally bump the key and open it on accident.

/// <summary>
/// Current version of the map format. Needs to be incremented with every change to it.
/// </summary>
public const byte FormatVersion = 1;

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Probably not important while you're still setting this up, but in the long term, we should probably set up a system to upgrade the data when tries to read a map saved in an old version.

}

public abstract class EditorDefinition
{

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Is the idea that every actor would need its own Editor definition set up for it? Or is there going to be a common definition that is able to load all actors?
It would be nice if we could reuse as much of the actor setup as possible from the existing structure, so modders don't have to define all their actor data twice if they want to be able to use it in both formats, like for common actors shared between multiple mods. Or make it easy to support both with just a few attributes or something.

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Also, just a minor thought. If we do expect to need to create a lot of editor definitions for things, we may want to come up with a more clear name for it, because it wasn't immediately clear to me what this was. The editor prefix made me think it's a component of the editor itself. Maybe something like ActorDefinition might be more clear? (if that's not too confusing with the base actor class)


namespace Celeste64.Mod.Editor;

public static class FujiMapWriter

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Wonder if it might make sense to merge the FujiMap reader file and this FujiMapWriter file together, since they're working with a lot of the same data.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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Add an in-game editor - #62

Draft
psyGamer wants to merge 101 commits into
FujiAPI:devfrom
psyGamer:editor
Draft

Add an in-game editor#62
psyGamer wants to merge 101 commits into
FujiAPI:devfrom
psyGamer:editor

Conversation

@psyGamer

@psyGamerpsyGamer commented Mar 10, 2024

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Adds a currently still very WIP in-game editor.

Current TODO list:

  • Actor placement/selection
  • Actor picker for placement
  • Tool system
  • Local and global world spaces
  • Geometry editing
    • Vertex editing
    • Edge editing
    • Face editing
    • Vertex snapping
    • Edge snapping
    • Face snapping
    • Vertex colouring
    • Multi-texture fade
  • Play testing spawn locations
    • Position you were last at
    • Checkpoint you last triggered
    • Cursor position from editor
    • Nearest checkpoint to cursor position from editor
    • A specific checkpoint
    • Start of level

@jasminegamedevjasminegamedev left a comment

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This is just an initial review since this is still just a draft, so I wasn't super thorough, and will probably still do a more thorough review when it's done.

Comment threadSource/Data/Assets.cs
public const string MapsFolder = "Maps";
public const string MapsExtension = "map";
public const string MapsExtensionSledge = "map";
public const string MapsExtensionFuji = "bin";

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I feel like "bin" might be a pretty common file extension in general. If this is a custom format, we may want to come up with a custom extension, just to avoid confusion.

Comment threadSource/Data/Map.cs

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I think if possible, I'd prefer to leave the current Map file alone instead of renaming it to Sledge, and have this new base map file be named something else instead. Since we're trying to be more careful about not causing breaking changes as much anymore, I don't really want to risk that someone may be using the map for things already, and have that break unexpectedly.
Also probably unlikely, but if any upstream changes are made to the Map class there, it will make the conflicts less messy to sort out as well.


// Toggle to editor
if (Input.Keyboard.Pressed(Keys.F3))
{

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Not super important yet since this is still WIP. But I feel like maybe this should be tied behind a setting or something so they have to manually opt into it, similar to what I did for the debug menu, so non-modder players don't accidentally bump the key and open it on accident.

/// <summary>
/// Current version of the map format. Needs to be incremented with every change to it.
/// </summary>
public const byte FormatVersion = 1;

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Probably not important while you're still setting this up, but in the long term, we should probably set up a system to upgrade the data when tries to read a map saved in an old version.

}

public abstract class EditorDefinition
{

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Is the idea that every actor would need its own Editor definition set up for it? Or is there going to be a common definition that is able to load all actors?
It would be nice if we could reuse as much of the actor setup as possible from the existing structure, so modders don't have to define all their actor data twice if they want to be able to use it in both formats, like for common actors shared between multiple mods. Or make it easy to support both with just a few attributes or something.

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Also, just a minor thought. If we do expect to need to create a lot of editor definitions for things, we may want to come up with a more clear name for it, because it wasn't immediately clear to me what this was. The editor prefix made me think it's a component of the editor itself. Maybe something like ActorDefinition might be more clear? (if that's not too confusing with the base actor class)


namespace Celeste64.Mod.Editor;

public static class FujiMapWriter

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Wonder if it might make sense to merge the FujiMap reader file and this FujiMapWriter file together, since they're working with a lot of the same data.

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2 participants

@psyGamer@jasminegamedev
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Add an in-game editor - #62

Draft
psyGamer wants to merge 101 commits into
FujiAPI:devfrom
psyGamer:editor
Draft

Add an in-game editor#62
psyGamer wants to merge 101 commits into
FujiAPI:devfrom
psyGamer:editor

Conversation

@psyGamer

@psyGamerpsyGamer commented Mar 10, 2024

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Adds a currently still very WIP in-game editor.

Current TODO list:

  • Actor placement/selection
  • Actor picker for placement
  • Tool system
  • Local and global world spaces
  • Geometry editing
    • Vertex editing
    • Edge editing
    • Face editing
    • Vertex snapping
    • Edge snapping
    • Face snapping
    • Vertex colouring
    • Multi-texture fade
  • Play testing spawn locations
    • Position you were last at
    • Checkpoint you last triggered
    • Cursor position from editor
    • Nearest checkpoint to cursor position from editor
    • A specific checkpoint
    • Start of level

@jasminegamedevjasminegamedev left a comment

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This is just an initial review since this is still just a draft, so I wasn't super thorough, and will probably still do a more thorough review when it's done.

Comment threadSource/Data/Assets.cs
public const string MapsFolder = "Maps";
public const string MapsExtension = "map";
public const string MapsExtensionSledge = "map";
public const string MapsExtensionFuji = "bin";

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I feel like "bin" might be a pretty common file extension in general. If this is a custom format, we may want to come up with a custom extension, just to avoid confusion.

Comment threadSource/Data/Map.cs

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I think if possible, I'd prefer to leave the current Map file alone instead of renaming it to Sledge, and have this new base map file be named something else instead. Since we're trying to be more careful about not causing breaking changes as much anymore, I don't really want to risk that someone may be using the map for things already, and have that break unexpectedly.
Also probably unlikely, but if any upstream changes are made to the Map class there, it will make the conflicts less messy to sort out as well.


// Toggle to editor
if (Input.Keyboard.Pressed(Keys.F3))
{

Copy link
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Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Not super important yet since this is still WIP. But I feel like maybe this should be tied behind a setting or something so they have to manually opt into it, similar to what I did for the debug menu, so non-modder players don't accidentally bump the key and open it on accident.

/// <summary>
/// Current version of the map format. Needs to be incremented with every change to it.
/// </summary>
public const byte FormatVersion = 1;

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

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Probably not important while you're still setting this up, but in the long term, we should probably set up a system to upgrade the data when tries to read a map saved in an old version.

}

public abstract class EditorDefinition
{

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Collaborator

Choose a reason for hiding this comment

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Is the idea that every actor would need its own Editor definition set up for it? Or is there going to be a common definition that is able to load all actors?
It would be nice if we could reuse as much of the actor setup as possible from the existing structure, so modders don't have to define all their actor data twice if they want to be able to use it in both formats, like for common actors shared between multiple mods. Or make it easy to support both with just a few attributes or something.

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Collaborator

Choose a reason for hiding this comment

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Also, just a minor thought. If we do expect to need to create a lot of editor definitions for things, we may want to come up with a more clear name for it, because it wasn't immediately clear to me what this was. The editor prefix made me think it's a component of the editor itself. Maybe something like ActorDefinition might be more clear? (if that's not too confusing with the base actor class)


namespace Celeste64.Mod.Editor;

public static class FujiMapWriter

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Wonder if it might make sense to merge the FujiMap reader file and this FujiMapWriter file together, since they're working with a lot of the same data.

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2 participants

@psyGamer@jasminegamedev
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Add an in-game editor - #62

Draft
psyGamer wants to merge 101 commits into
FujiAPI:devfrom
psyGamer:editor
Draft

Add an in-game editor#62
psyGamer wants to merge 101 commits into
FujiAPI:devfrom
psyGamer:editor

Conversation

@psyGamer

@psyGamerpsyGamer commented Mar 10, 2024

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Adds a currently still very WIP in-game editor.

Current TODO list:

  • Actor placement/selection
  • Actor picker for placement
  • Tool system
  • Local and global world spaces
  • Geometry editing
    • Vertex editing
    • Edge editing
    • Face editing
    • Vertex snapping
    • Edge snapping
    • Face snapping
    • Vertex colouring
    • Multi-texture fade
  • Play testing spawn locations
    • Position you were last at
    • Checkpoint you last triggered
    • Cursor position from editor
    • Nearest checkpoint to cursor position from editor
    • A specific checkpoint
    • Start of level

@jasminegamedevjasminegamedev left a comment

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This is just an initial review since this is still just a draft, so I wasn't super thorough, and will probably still do a more thorough review when it's done.

Comment threadSource/Data/Assets.cs
public const string MapsFolder = "Maps";
public const string MapsExtension = "map";
public const string MapsExtensionSledge = "map";
public const string MapsExtensionFuji = "bin";

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I feel like "bin" might be a pretty common file extension in general. If this is a custom format, we may want to come up with a custom extension, just to avoid confusion.

Comment threadSource/Data/Map.cs

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I think if possible, I'd prefer to leave the current Map file alone instead of renaming it to Sledge, and have this new base map file be named something else instead. Since we're trying to be more careful about not causing breaking changes as much anymore, I don't really want to risk that someone may be using the map for things already, and have that break unexpectedly.
Also probably unlikely, but if any upstream changes are made to the Map class there, it will make the conflicts less messy to sort out as well.


// Toggle to editor
if (Input.Keyboard.Pressed(Keys.F3))
{

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Not super important yet since this is still WIP. But I feel like maybe this should be tied behind a setting or something so they have to manually opt into it, similar to what I did for the debug menu, so non-modder players don't accidentally bump the key and open it on accident.

/// <summary>
/// Current version of the map format. Needs to be incremented with every change to it.
/// </summary>
public const byte FormatVersion = 1;

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Choose a reason for hiding this comment

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Probably not important while you're still setting this up, but in the long term, we should probably set up a system to upgrade the data when tries to read a map saved in an old version.

}

public abstract class EditorDefinition
{

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Is the idea that every actor would need its own Editor definition set up for it? Or is there going to be a common definition that is able to load all actors?
It would be nice if we could reuse as much of the actor setup as possible from the existing structure, so modders don't have to define all their actor data twice if they want to be able to use it in both formats, like for common actors shared between multiple mods. Or make it easy to support both with just a few attributes or something.

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Also, just a minor thought. If we do expect to need to create a lot of editor definitions for things, we may want to come up with a more clear name for it, because it wasn't immediately clear to me what this was. The editor prefix made me think it's a component of the editor itself. Maybe something like ActorDefinition might be more clear? (if that's not too confusing with the base actor class)


namespace Celeste64.Mod.Editor;

public static class FujiMapWriter

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Wonder if it might make sense to merge the FujiMap reader file and this FujiMapWriter file together, since they're working with a lot of the same data.

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2 participants

@psyGamer@jasminegamedev
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Add an in-game editor - #62

Draft
psyGamer wants to merge 101 commits into
FujiAPI:devfrom
psyGamer:editor
Draft

Add an in-game editor#62
psyGamer wants to merge 101 commits into
FujiAPI:devfrom
psyGamer:editor

Conversation

@psyGamer

@psyGamerpsyGamer commented Mar 10, 2024

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Adds a currently still very WIP in-game editor.

Current TODO list:

  • Actor placement/selection
  • Actor picker for placement
  • Tool system
  • Local and global world spaces
  • Geometry editing
    • Vertex editing
    • Edge editing
    • Face editing
    • Vertex snapping
    • Edge snapping
    • Face snapping
    • Vertex colouring
    • Multi-texture fade
  • Play testing spawn locations
    • Position you were last at
    • Checkpoint you last triggered
    • Cursor position from editor
    • Nearest checkpoint to cursor position from editor
    • A specific checkpoint
    • Start of level

@jasminegamedevjasminegamedev left a comment

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This is just an initial review since this is still just a draft, so I wasn't super thorough, and will probably still do a more thorough review when it's done.

Comment threadSource/Data/Assets.cs
public const string MapsFolder = "Maps";
public const string MapsExtension = "map";
public const string MapsExtensionSledge = "map";
public const string MapsExtensionFuji = "bin";

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I feel like "bin" might be a pretty common file extension in general. If this is a custom format, we may want to come up with a custom extension, just to avoid confusion.

Comment threadSource/Data/Map.cs

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I think if possible, I'd prefer to leave the current Map file alone instead of renaming it to Sledge, and have this new base map file be named something else instead. Since we're trying to be more careful about not causing breaking changes as much anymore, I don't really want to risk that someone may be using the map for things already, and have that break unexpectedly.
Also probably unlikely, but if any upstream changes are made to the Map class there, it will make the conflicts less messy to sort out as well.


// Toggle to editor
if (Input.Keyboard.Pressed(Keys.F3))
{

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Not super important yet since this is still WIP. But I feel like maybe this should be tied behind a setting or something so they have to manually opt into it, similar to what I did for the debug menu, so non-modder players don't accidentally bump the key and open it on accident.

/// <summary>
/// Current version of the map format. Needs to be incremented with every change to it.
/// </summary>
public const byte FormatVersion = 1;

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Probably not important while you're still setting this up, but in the long term, we should probably set up a system to upgrade the data when tries to read a map saved in an old version.

}

public abstract class EditorDefinition
{

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Is the idea that every actor would need its own Editor definition set up for it? Or is there going to be a common definition that is able to load all actors?
It would be nice if we could reuse as much of the actor setup as possible from the existing structure, so modders don't have to define all their actor data twice if they want to be able to use it in both formats, like for common actors shared between multiple mods. Or make it easy to support both with just a few attributes or something.

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Also, just a minor thought. If we do expect to need to create a lot of editor definitions for things, we may want to come up with a more clear name for it, because it wasn't immediately clear to me what this was. The editor prefix made me think it's a component of the editor itself. Maybe something like ActorDefinition might be more clear? (if that's not too confusing with the base actor class)


namespace Celeste64.Mod.Editor;

public static class FujiMapWriter

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Wonder if it might make sense to merge the FujiMap reader file and this FujiMapWriter file together, since they're working with a lot of the same data.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Add an in-game editor - #62

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psyGamer wants to merge 101 commits into
FujiAPI:devfrom
psyGamer:editor
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Add an in-game editor#62
psyGamer wants to merge 101 commits into
FujiAPI:devfrom
psyGamer:editor

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@psyGamer

@psyGamerpsyGamer commented Mar 10, 2024

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Adds a currently still very WIP in-game editor.

Current TODO list:

  • Actor placement/selection
  • Actor picker for placement
  • Tool system
  • Local and global world spaces
  • Geometry editing
    • Vertex editing
    • Edge editing
    • Face editing
    • Vertex snapping
    • Edge snapping
    • Face snapping
    • Vertex colouring
    • Multi-texture fade
  • Play testing spawn locations
    • Position you were last at
    • Checkpoint you last triggered
    • Cursor position from editor
    • Nearest checkpoint to cursor position from editor
    • A specific checkpoint
    • Start of level

@jasminegamedevjasminegamedev left a comment

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This is just an initial review since this is still just a draft, so I wasn't super thorough, and will probably still do a more thorough review when it's done.

Comment threadSource/Data/Assets.cs
public const string MapsFolder = "Maps";
public const string MapsExtension = "map";
public const string MapsExtensionSledge = "map";
public const string MapsExtensionFuji = "bin";

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I feel like "bin" might be a pretty common file extension in general. If this is a custom format, we may want to come up with a custom extension, just to avoid confusion.

Comment threadSource/Data/Map.cs

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I think if possible, I'd prefer to leave the current Map file alone instead of renaming it to Sledge, and have this new base map file be named something else instead. Since we're trying to be more careful about not causing breaking changes as much anymore, I don't really want to risk that someone may be using the map for things already, and have that break unexpectedly.
Also probably unlikely, but if any upstream changes are made to the Map class there, it will make the conflicts less messy to sort out as well.


// Toggle to editor
if (Input.Keyboard.Pressed(Keys.F3))
{

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Not super important yet since this is still WIP. But I feel like maybe this should be tied behind a setting or something so they have to manually opt into it, similar to what I did for the debug menu, so non-modder players don't accidentally bump the key and open it on accident.

/// <summary>
/// Current version of the map format. Needs to be incremented with every change to it.
/// </summary>
public const byte FormatVersion = 1;

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Probably not important while you're still setting this up, but in the long term, we should probably set up a system to upgrade the data when tries to read a map saved in an old version.

}

public abstract class EditorDefinition
{

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Is the idea that every actor would need its own Editor definition set up for it? Or is there going to be a common definition that is able to load all actors?
It would be nice if we could reuse as much of the actor setup as possible from the existing structure, so modders don't have to define all their actor data twice if they want to be able to use it in both formats, like for common actors shared between multiple mods. Or make it easy to support both with just a few attributes or something.

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Also, just a minor thought. If we do expect to need to create a lot of editor definitions for things, we may want to come up with a more clear name for it, because it wasn't immediately clear to me what this was. The editor prefix made me think it's a component of the editor itself. Maybe something like ActorDefinition might be more clear? (if that's not too confusing with the base actor class)


namespace Celeste64.Mod.Editor;

public static class FujiMapWriter

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Wonder if it might make sense to merge the FujiMap reader file and this FujiMapWriter file together, since they're working with a lot of the same data.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Add an in-game editor - #62

Draft
psyGamer wants to merge 101 commits into
FujiAPI:devfrom
psyGamer:editor
Draft

Add an in-game editor#62
psyGamer wants to merge 101 commits into
FujiAPI:devfrom
psyGamer:editor

Conversation

@psyGamer

@psyGamerpsyGamer commented Mar 10, 2024

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Adds a currently still very WIP in-game editor.

Current TODO list:

  • Actor placement/selection
  • Actor picker for placement
  • Tool system
  • Local and global world spaces
  • Geometry editing
    • Vertex editing
    • Edge editing
    • Face editing
    • Vertex snapping
    • Edge snapping
    • Face snapping
    • Vertex colouring
    • Multi-texture fade
  • Play testing spawn locations
    • Position you were last at
    • Checkpoint you last triggered
    • Cursor position from editor
    • Nearest checkpoint to cursor position from editor
    • A specific checkpoint
    • Start of level

@jasminegamedevjasminegamedev left a comment

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This is just an initial review since this is still just a draft, so I wasn't super thorough, and will probably still do a more thorough review when it's done.

Comment threadSource/Data/Assets.cs
public const string MapsFolder = "Maps";
public const string MapsExtension = "map";
public const string MapsExtensionSledge = "map";
public const string MapsExtensionFuji = "bin";

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I feel like "bin" might be a pretty common file extension in general. If this is a custom format, we may want to come up with a custom extension, just to avoid confusion.

Comment threadSource/Data/Map.cs

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I think if possible, I'd prefer to leave the current Map file alone instead of renaming it to Sledge, and have this new base map file be named something else instead. Since we're trying to be more careful about not causing breaking changes as much anymore, I don't really want to risk that someone may be using the map for things already, and have that break unexpectedly.
Also probably unlikely, but if any upstream changes are made to the Map class there, it will make the conflicts less messy to sort out as well.


// Toggle to editor
if (Input.Keyboard.Pressed(Keys.F3))
{

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Not super important yet since this is still WIP. But I feel like maybe this should be tied behind a setting or something so they have to manually opt into it, similar to what I did for the debug menu, so non-modder players don't accidentally bump the key and open it on accident.

/// <summary>
/// Current version of the map format. Needs to be incremented with every change to it.
/// </summary>
public const byte FormatVersion = 1;

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Probably not important while you're still setting this up, but in the long term, we should probably set up a system to upgrade the data when tries to read a map saved in an old version.

}

public abstract class EditorDefinition
{

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Is the idea that every actor would need its own Editor definition set up for it? Or is there going to be a common definition that is able to load all actors?
It would be nice if we could reuse as much of the actor setup as possible from the existing structure, so modders don't have to define all their actor data twice if they want to be able to use it in both formats, like for common actors shared between multiple mods. Or make it easy to support both with just a few attributes or something.

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Also, just a minor thought. If we do expect to need to create a lot of editor definitions for things, we may want to come up with a more clear name for it, because it wasn't immediately clear to me what this was. The editor prefix made me think it's a component of the editor itself. Maybe something like ActorDefinition might be more clear? (if that's not too confusing with the base actor class)


namespace Celeste64.Mod.Editor;

public static class FujiMapWriter

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Wonder if it might make sense to merge the FujiMap reader file and this FujiMapWriter file together, since they're working with a lot of the same data.

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2 participants

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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Add an in-game editor - #62

Draft
psyGamer wants to merge 101 commits into
FujiAPI:devfrom
psyGamer:editor
Draft

Add an in-game editor#62
psyGamer wants to merge 101 commits into
FujiAPI:devfrom
psyGamer:editor

Conversation

@psyGamer

@psyGamerpsyGamer commented Mar 10, 2024

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Adds a currently still very WIP in-game editor.

Current TODO list:

  • Actor placement/selection
  • Actor picker for placement
  • Tool system
  • Local and global world spaces
  • Geometry editing
    • Vertex editing
    • Edge editing
    • Face editing
    • Vertex snapping
    • Edge snapping
    • Face snapping
    • Vertex colouring
    • Multi-texture fade
  • Play testing spawn locations
    • Position you were last at
    • Checkpoint you last triggered
    • Cursor position from editor
    • Nearest checkpoint to cursor position from editor
    • A specific checkpoint
    • Start of level

@jasminegamedevjasminegamedev left a comment

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This is just an initial review since this is still just a draft, so I wasn't super thorough, and will probably still do a more thorough review when it's done.

Comment threadSource/Data/Assets.cs
public const string MapsFolder = "Maps";
public const string MapsExtension = "map";
public const string MapsExtensionSledge = "map";
public const string MapsExtensionFuji = "bin";

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I feel like "bin" might be a pretty common file extension in general. If this is a custom format, we may want to come up with a custom extension, just to avoid confusion.

Comment threadSource/Data/Map.cs

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I think if possible, I'd prefer to leave the current Map file alone instead of renaming it to Sledge, and have this new base map file be named something else instead. Since we're trying to be more careful about not causing breaking changes as much anymore, I don't really want to risk that someone may be using the map for things already, and have that break unexpectedly.
Also probably unlikely, but if any upstream changes are made to the Map class there, it will make the conflicts less messy to sort out as well.


// Toggle to editor
if (Input.Keyboard.Pressed(Keys.F3))
{

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Not super important yet since this is still WIP. But I feel like maybe this should be tied behind a setting or something so they have to manually opt into it, similar to what I did for the debug menu, so non-modder players don't accidentally bump the key and open it on accident.

/// <summary>
/// Current version of the map format. Needs to be incremented with every change to it.
/// </summary>
public const byte FormatVersion = 1;

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Probably not important while you're still setting this up, but in the long term, we should probably set up a system to upgrade the data when tries to read a map saved in an old version.

}

public abstract class EditorDefinition
{

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Is the idea that every actor would need its own Editor definition set up for it? Or is there going to be a common definition that is able to load all actors?
It would be nice if we could reuse as much of the actor setup as possible from the existing structure, so modders don't have to define all their actor data twice if they want to be able to use it in both formats, like for common actors shared between multiple mods. Or make it easy to support both with just a few attributes or something.

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Also, just a minor thought. If we do expect to need to create a lot of editor definitions for things, we may want to come up with a more clear name for it, because it wasn't immediately clear to me what this was. The editor prefix made me think it's a component of the editor itself. Maybe something like ActorDefinition might be more clear? (if that's not too confusing with the base actor class)


namespace Celeste64.Mod.Editor;

public static class FujiMapWriter

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Wonder if it might make sense to merge the FujiMap reader file and this FujiMapWriter file together, since they're working with a lot of the same data.

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2 participants

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