Superior work. Are you still planning to include the ability to work in dynamic and static separately to make creating new randomly-generated planets easier?
Yes, of course I'm still working on EPD X (working title ) with completely new editors and workflow, but that will still take a rather long time. And EPD 1.6 is a good testing ground for new features. /jmc
EDIT: @Monroe I'm thinking about creating a combined editor for playfield_dynamic.yaml and playfield_static.yaml (random playfield editor) into EPD 1.6x. But I'm not sure yet if this is really possible with the current codebase. After Preflight is mostly done & stable, I will try that, but no promises. /jmc
Proof of Concept: Not sure it works out in EPD 1.6x, though. Editor for random playfields (_dynamic & _static) in one editor window: Basic openinng of both files into one editor window (into two different tabs though) seems to be working and databinding (connection between editor and underlying playfield data) is working as well: Next thing will be splitting static file into groups/tabs (POIs, Resources, ...) again. Let's see how that goes. /jmc
A whopping 100 builds later: Combined RandomEditor looking good so far. Properties can be mixed in each tab between _dynamic and _static and data links still seem to work. Next step: Need to check if internal playfield relations still work, so that you can e.g. only select biomes already created or only be able to select POIs before the current one for SpawnNear. That still could get a little tricky. /jmc
DEV Blog Update: https://empyriontools.org/2019/09/30/dev-blog-randomeditor-and-new-unified-ui/ As it seems, this is going to become a major rework. ;-) /jmc
Without any further ado: UPDATE (v1.90.1 b2282) Experimental (EPD 2 alpha) This is a first rough WIP version of EPD 2 alpha. Just to give a feel how it works and maybe you can leave me some feedback, what works, what doesn't and so on. Thx. https://empyriontools.org /jmc
A feature request for the new version (if it doesn't have it already) is to have a unsaved edit indicator, failing that an alert which tells you that you saved the file. I often wonder if I clicked save or some other button, and I'm paranoid about losing saves.
For now it just shows a green 'Playfield saved...' status in the bottom left for 1 second. I thought about keeping a timestamp next to it to show last saved time. Would that work? Maybe I can also find out, if something has changed since last save, but I'm not sure how to do this yet. /jmc
That would be better I think. Oh and about the last save, I think you have to tell your app to read saved files properties like last acccess or last modified I think.
I'll just add the current timestamp when clicking save and my SaveProcess returned success. That should be enough I guess. For the property changed check I have some basic idea, but not sure, if it works out. /jmc
UPDATE (v1.91.0 b2302) Experimental is out This is a stability and bugfix release. Download: https://empyriontools.org /jmc
UPDATE (v1.91.1 b2309) Experimental Hotfix is out There was some bug with saving, but I also managed to add last playfield saved timestamp to this one. Download: https://empyriontools.org /jmc
UPDATE (v1.91.2 b2312) Experimental Hotfix is out Another stability and bugfix release. Download: https://empyriontools.org /jmc
This is getting better and better! Great to see that EPD will start working well with randomized scenarios!
UPDATE (v1.91.3 b2326) Experimental is out Another stability and bugfix release. Slowly getting closer to beeing 'stable'. Download: https://empyriontools.org /jmc
UPDATE (v1.91.5 b2341) Experimental is out Some UI refinements and bugfixing. Download: https://empyriontools.org /jmc