Noah Petherbridge
d9bca2152a
* 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.
26 lines
655 B
Go
26 lines
655 B
Go
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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Zoom: false, // enable the zoom in/out feature (very buggy rn)
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CustomWallpaper: true, // attach custom wallpaper img to levels
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ChangePalette: false, // reset your palette after level creation to a diff preset
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// Allow embedded doodads in levels.
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EmbeddableDoodads: true,
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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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Feature.Zoom = true
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Feature.CustomWallpaper = true
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Feature.ChangePalette = true
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}
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type feature struct {
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Zoom bool
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CustomWallpaper bool
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ChangePalette bool
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EmbeddableDoodads bool
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}
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