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Sign upAutomatically rotate movement in isometric mode #14395
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sparr
added some commits
Dec 12, 2015
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Why's it an option? AFAICT the un-rotated movement in iso-like mode is just bad, so we should just do this if you're using iso tiles and it's better. |
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I can definitely make this not-optional. At the moment, playing in tiles mode is very hard for me due to computer slowness, so this patch needs some playtesting. Once someone(s) says it's OK, I'll push a change to make it non-optional for you to merge. |
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No reason for this to be optional, as Kevin says. |
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ok. I haven't found an inputcontext where this doesn't work. just pushed the patch to make it non-optional. I'll merge this if no one tests/complains soon. |
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One thing, rule#1 of merging is don't merge your own PRs.
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@kevingranade roger that |
sparr commentedDec 12, 2015
The new option affects player movement and remote control non-vehicle driving, so an action mapped to "move north" will actually move northeast (which is the visual "up" direction in isometric mode).
I put this option on the Graphics tab because it's linked to the graphics mode.
I added the rotation in the following places:
game::rcdriveis used for driving rc cars (the item, not rc vehicles)game::plmoveis used for walking aroundget_directionused for ... nothing. So I removed it. I suspect this predatesinputcontextinput_context::get_directionis used for many things, some of which are non-isometric even when the game is using isometric tiles. I've addedinput_context.set_iso()to tell an input_context that it should obey the rotation rule. I tried to set this on all the appropriate contexts.