2020-11-20 04:08:38 +00:00
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package balance
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// Feature Flags to turn on/off experimental content.
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var Feature = feature{
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2021-09-12 04:18:22 +00:00
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/////////
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// Experimental features that are off by default
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2022-03-26 20:55:06 +00:00
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ViewportWindow: false, // Open new viewport into your level
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WIP Publish Dialog + UI Improvements
* File->Publish Level in the Level Editor opens the Publish window,
where you can embed custom doodads into your level and export a
portable .level file you can share with others.
* Currently does not actually export a level file yet.
* The dialog lists all unique doodad names in use in your level, and
designates which are built-ins and which are custom (paginated).
* A checkbox would let the user embed built-in doodads into their level,
as well, locking it in to those versions and not using updated
versions from future game releases.
UI Improvements:
* Added styling for a "Primary" UI button, rendered in deep blue.
* Pop-up modals (Alert, Confirm) color their Ok button as Primary.
* The Enter key pressed during an Alert or Confirm modal will invoke its
default button and close the modal, corresponding to its Primary
button.
* The developer console is now opened with the tilde/grave key ` instead
of the Enter key, so that the Enter key is free to click through
modals.
* In the "Open/Edit Drawing" window, a "Browse..." button is added to
the level and doodad sections, spawning a native File Open dialog to
pick a .level or .doodad outside the config root.
2021-06-11 05:31:30 +00:00
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2021-09-12 04:18:22 +00:00
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/////////
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// Fully activated features
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// Attach custom wallpaper img to levels
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CustomWallpaper: true,
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WIP Publish Dialog + UI Improvements
* File->Publish Level in the Level Editor opens the Publish window,
where you can embed custom doodads into your level and export a
portable .level file you can share with others.
* Currently does not actually export a level file yet.
* The dialog lists all unique doodad names in use in your level, and
designates which are built-ins and which are custom (paginated).
* A checkbox would let the user embed built-in doodads into their level,
as well, locking it in to those versions and not using updated
versions from future game releases.
UI Improvements:
* Added styling for a "Primary" UI button, rendered in deep blue.
* Pop-up modals (Alert, Confirm) color their Ok button as Primary.
* The Enter key pressed during an Alert or Confirm modal will invoke its
default button and close the modal, corresponding to its Primary
button.
* The developer console is now opened with the tilde/grave key ` instead
of the Enter key, so that the Enter key is free to click through
modals.
* In the "Open/Edit Drawing" window, a "Browse..." button is added to
the level and doodad sections, spawning a native File Open dialog to
pick a .level or .doodad outside the config root.
2021-06-11 05:31:30 +00:00
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// Allow embedded doodads in levels.
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EmbeddableDoodads: true,
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2022-03-26 20:55:06 +00:00
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// Enable the zoom in/out feature (kinda buggy still)
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Zoom: true,
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// Reassign an existing level's palette to a different builtin.
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ChangePalette: true,
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2020-11-20 04:08:38 +00:00
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}
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// FeaturesOn turns on all feature flags, from CLI --experimental option.
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func FeaturesOn() {
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2022-03-26 20:55:06 +00:00
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Feature.ViewportWindow = true
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2020-11-20 04:08:38 +00:00
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}
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type feature struct {
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2021-09-12 04:18:22 +00:00
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Zoom bool
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CustomWallpaper bool
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ChangePalette bool
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WIP Publish Dialog + UI Improvements
* File->Publish Level in the Level Editor opens the Publish window,
where you can embed custom doodads into your level and export a
portable .level file you can share with others.
* Currently does not actually export a level file yet.
* The dialog lists all unique doodad names in use in your level, and
designates which are built-ins and which are custom (paginated).
* A checkbox would let the user embed built-in doodads into their level,
as well, locking it in to those versions and not using updated
versions from future game releases.
UI Improvements:
* Added styling for a "Primary" UI button, rendered in deep blue.
* Pop-up modals (Alert, Confirm) color their Ok button as Primary.
* The Enter key pressed during an Alert or Confirm modal will invoke its
default button and close the modal, corresponding to its Primary
button.
* The developer console is now opened with the tilde/grave key ` instead
of the Enter key, so that the Enter key is free to click through
modals.
* In the "Open/Edit Drawing" window, a "Browse..." button is added to
the level and doodad sections, spawning a native File Open dialog to
pick a .level or .doodad outside the config root.
2021-06-11 05:31:30 +00:00
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EmbeddableDoodads bool
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2022-03-26 20:55:06 +00:00
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ViewportWindow bool
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2020-11-20 04:08:38 +00:00
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}
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