Hey all,
I’ve been continuing my work on layers and wanted to get an update out that includes backend updates to grid positioning as well as fixes to various problems I discovered while testing.
Layers Update
Most of the work I’ve done since the last update has revolved around reworking backend systems to support multiple layers. Since the grid is such a fundamental part of Battle Map Studio, making it support multiple layers required quite a lot of restructuring. The best-case scenario with this update is that you don’t notice any changes related to general grid interaction.
It was really good to have to go through each of the backend systems and make sure they would, in theory, support the new grid layers because it exposed some hidden bugs and opportunities to increase performance. I eventually found myself redoing the liquid mesh generation system, so painting lava, water, and other liquids shouldn’t slow down the application as much.
Now that the backend systems are up to date, I’m ready to start working with multiple layers and adding layer management tools. Yay!
Here are some other updates:
- The block scale, rotate, and position offset gizmo hotkeys now toggle the gizmos active.
- Improved UI performance for masked UI elements.
- Moved the tile palette elements ahead of plants in the palette.
Fixes
- Fixed a visual issue where isolating or locking a block would not immediately update a block's highlight.
- Fixed a bug where the targeting system would disregard character colliders and rely only on block colliders.
- Fixed a visual issue with the ability selectors in the abilities panel where they would not fill the width of the container.
- Fixed an interaction bug where the export and import character sheet buttons were not interactable.
- Fixed a visual bug where the ability name selector would not automatically update the displayed ability name after the ability's name had changed externally.
- Fixed a texture tiling scale issue with the square block.
Alrighty, back to work on layers!
-Bradley
