Comments (5)
We should also consider the opposite case: Placing e.g. grass tiles in water or beach.
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Good catch. Whenever a tile is edited, the surrounding tiles should be checked for water-land borders, and replaced by beach if one is found. Harder mode: Beach sometimes needs to be auto-removed.
from openage.
This should be available as an opt-in or out option, for testing purposes one might want to place exactly the terrain tiles wanted, no implicit stuff should happen then.
from openage.
Maybe we could have clickable checkboxes on the f3 debug menu for all those things :)
from openage.
I think this should be a requirement for /doc/editor/terrain.md.
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Related Issues (20)
- "error: βDictβ is not a member of βnyanβ" during build HOT 7
- Can't build with clang, error: "jthread is supported now, remove custom definition" HOT 4
- Asset conversion issue, AttributeError: 'NoneType' object has no attribute 'readable' HOT 6
- Adding PR/ISSUE Templates for this repo HOT 7
- Asset path type is incorrectly used HOT 5
- error: Couldn't find qml root folder HOT 15
- Test fail when building with GCC 13.2.1 HOT 10
- Error launching game, uncaught exception(s) HOT 25
- openage game: error: the following arguments are required: --modpacks HOT 4
- Running Error on Mac osx 13.4(Macbook M1 Pro ARM architecture) HOT 1
- FATAL: terminate has been called uncaught exception std::exception of type std::__1::system_error: thread::join failed: Invalid argument HOT 2
- Multiple cmake issues when trying to build HOT 4
- Submission to Steam HOT 2
- OpenGL error when launching on Wayland HOT 11
- CMake can't find toml11 on Linux Mint 21.2 HOT 4
- Errors after the new PR merged HOT 3
- Link on website https://openage.sft.mx/ to windows packages is a broken link HOT 2
- Windows Build: Python Command Requiring --modpacks Argument HOT 3
- Asset conversion stalls on media conversion HOT 10
- Fix Ubuntu Dependency installation script HOT 5
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