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Horizontal Clipping #7510

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merged 10 commits into from May 15, 2018

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Broxzier
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Images can tell what this feature does better than words.

The updated window:
image

And how it is used:
2018-05-12_14-35-16

@Broxzier Broxzier force-pushed the feature/horizontal-clipping branch 2 times, most recently from db8f7a6 to 5b64abd Compare May 12, 2018 12:49
@Broxzier Broxzier added feature Add something new to the game. testing required PR needs to be tested before it is merged. labels May 12, 2018
@jensj12
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jensj12 commented May 12, 2018

Awesome!
As with the vertical clipping, it would be nice to have a way to adjust your selection by one tile, instead of selecting the entire area again. A shrink/grow that works in all 4 directions simultaneously would work fine.

@Broxzier
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@jensj12 I thought of doing that, but I think that'll clutter the window too much. You'll need 2 buttons for each side, so 8 buttons in total. I've tested this way of selecting with multiple parks, and haven't gotten in a situation where I couldn't get the side I was interested in to be exactly where I wanted.

I do agree that the UX can be improved by showing at least the area of the last selection, to make it easier to select the next.

@janisozaur
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How does that work if user starts building outside of the boundaries? Or hover a ghost?

@AaronVanGeffen
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AaronVanGeffen commented May 12, 2018

This is a cool extension on the clipping feature! I do think it'd be more useful if a horizontally clipped surface would also render the ground underneath, however — as though it were on the map edge, so to speak. Could be useful for underground ride construction or inspection thereof and what not, perhaps.

@Broxzier
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@janisozaur How does that work if user starts building outside of the boundaries? Or hover a ghost?

It just won't show the elements outside of the area, much like when you build something above the clip-height that already existed.

@AaronVanGeffen I'm not familiar with the paint code, but I'd like to try. I expect for surface elements it just has to check wether or not its neighbour is in view, and if not then assume it has a baseheight of 2, like the outer ring of the map.

This also makes it so that when a surface is cut off by the clip height, the neighbour tiles will draw the edges too, making the surface appear as a pit instead of a blank tile.

I've renamed some of the variables and added a few comments to make the code easier to understand. I've also left a todo comment for a future improvement - the current call isn't expensive so it won't become a bottleneck in the meantime.
@Broxzier
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Broxzier commented May 14, 2018

I've got the drawing of edges mostly working, this makes the clipped land looks much more solid now:
dynamite dunes 2018-05-15 00-28-06

Except for a few 'edge' cases (fixed now):
image

@janisozaur This is how it looks while placing a ghost track:
dynamite dunes 2018-05-15 00-29-26

@Broxzier Broxzier force-pushed the feature/horizontal-clipping branch from 5c02755 to 1721a39 Compare May 14, 2018 23:42
@Broxzier Broxzier force-pushed the feature/horizontal-clipping branch from 1f47b17 to 7f4663f Compare May 15, 2018 10:55
@AaronVanGeffen AaronVanGeffen removed the testing required PR needs to be tested before it is merged. label May 15, 2018
@AaronVanGeffen AaronVanGeffen merged commit 19442eb into OpenRCT2:develop May 15, 2018
@Broxzier Broxzier deleted the feature/horizontal-clipping branch May 15, 2018 13:27
@Broxzier Broxzier mentioned this pull request May 15, 2018
janisozaur added a commit that referenced this pull request Jun 10, 2018
- Feature: [#1417] Allow saving track designs for flat rides.
- Feature: [#1675] Auto-rotate shops to face footpaths.
- Feature: [#3473] Add button in ride window's maintainance tab to refurbish the ride.
- Feature: [#6510] Ability to select edges or a row of tiles by holding down Ctrl using the land tool.
- Feature: [#7187] Option for early scenario completion.
- Feature: [#7266] Make headless instances use an interactive terminal with access to the in-game console API.
- Feature: [#7267] Leverage more historical data in Finances window.
- Feature: [#7316] Cheat to allow freezing all staff
- Feature: [#7332] Keyboard shortcuts for view path issues and cutaway view.
- Feature: [#7348] Add large half loops to the Vertical Drop Roller Coaster.
- Feature: [#7459] Allow opening and closing of parks that use no money.
- Feature: [#7579] New horizontal +/- spinner widgets to make adjusting values easier.
- Fix: [#2053] When clearance checks are disabled, a track piece ghost can remove non-ghost track pieces.
- Fix: [#2611] Some objects show (undefined string) instead of a description in Korean.
- Fix: [#3596] Saving parks, landscapes and tracks with a period in the filenames don't get their extension.
- Fix: [#5210] Default system dialog not accessible from saving landscape window.
- Fix: [#6134] Scenarios incorrectly categorised when using Polish version of RCT2.
- Fix: [#6141] CSS50.dat is never loaded.
- Fix: [#6647] Changelog window causes FPS drop.
- Fix: [#6938] Banner do not correctly capitalise non-ASCII characters.
- Fix: [#7176] Mechanics sometimes fall down from rides.
- Fix: [#7303] Visual glitch with virtual floor near map edges.
- Fix: [#7313] Loading an invalid path with openrct2 produces results different than expected.
- Fix: [#7327] Abstract scenery and stations don't get fully See-Through when hiding them (original bug).
- Fix: [#7331] Invention list in scenario editor crashes upon removing previously-enabled ride/stall entries.
- Fix: [#7341] Staff may auto-spawn on guests walking outside of paths.
- Fix: [#7354] Cut-away view does not draw tile elements that have been moved down on the list.
- Fix: [#7358] Peeps and staff entering rides still have the slope speed penalty set.
- Fix: [#7382] Opening the mini-map reverts the size of the land tool to 1x1, regardless of what was selected before.
- Fix: [#7402] Edges of neigbouring footpaths stay connected after removing a path that's underneath a ride entrance.
- Fix: [#7405] Rides can be covered by placing scenery underneath them.
- Fix: [#7418] Staff walk off paths with a connection but no adjacent path.
- Fix: [#7434] Diagonal ride segments cannot be deleted if they are isolated.
- Fix: [#7436] Only the first 32 vehicles of a train can be painted.
- Fix: [#7480] Graphs skip values of 0.
- Fix: [#7505] Game crashes when trying to make path over map edge while having clearance checks disabled.
- Fix: [#7528] In park entrance pricing tab, switching tabs happens on mouse-down instead of mouse-up
- Fix: [#7544] Starting a headless server with no arguments causes the game to freeze.
- Fix: [#7571] Hovering a ride design over scenery or tracks will give tons of money.
- Improved: [#2989] Multiplayer window now changes title when tab changes.
- Improved: [#5339] Change eyedropper icon to actual eyedropper and change cursor to crosshair.
- Improved: [#5832] Resize tile inspector automatically when selecting a tile element.
- Improved: [#6221] The scenario editor's invention list is now resizeable.
- Improved: [#7069] The arbitrary ride type selection dropdown is now sorted orthographically, and has its spinners removed.
- Improved: [#7302] Raising land near the map edge makes the affected area smaller instead of showing an 'off edge map' error.
- Improved: [#7435] Object indexing now supports multi-threading.
- Improved: [#7510] Add horizontal clipping to cut-away view options.
- Improved: [#7531] "Save track design" dropdown now stays open.
- Improved: [#7548] Ctrl-clicking with the tile inspector open now directly selects an element and its tile.
- Improved: [#7555] Allow setting the Twitch API URL, allowing custom API servers.
- Improved: [#7567] Improve the performance of loading parks and the title sequence.
- Improved: [#7577] Allow fine-tuning the virtual floor style.
- Improved: [#7608] The vehicle selection dropdown is now sorted orthographically.
- Improved: [#7613] Resizing the staff window now resizes the name and action columns too.
- Improved: [#7627] Allow scrolling up and down on spinners to change their values.
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4 participants