Fix select bug, update TODO
This commit is contained in:
8
TODO.md
8
TODO.md
@@ -2,18 +2,20 @@ _Keep in mind that this is just a basic outline of planned features, and will be
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### 3.x Planned
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- New save system: toggleable autosave, named slots, less clunky save UI
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- Optimize for tablets
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- Teleporter UI changes, more colors (?)
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- New building tools: selection-delete, hold to place blocks in a line, one-tap delete mode (mobile). New 'tool' menu (desktop).
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- Refactor `Renderer`, remove code for rendering platform-specific placement and move to 2 different classes
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- [DONE] New building tools: selection-delete, hold to place blocks in a line, one-tap delete mode (mobile). New 'tool' menu (desktop).
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- [DONE] Refactor `Renderer`, remove code for rendering platform-specific placement and move to 2 different classes
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- New map format system. Each new version is a different class, convert between different versions.
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- Underground conduits
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- Minimap
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- More indicators for when the core is damaged and/or under attack
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- Fix bugs with junction not accepting blocks(low FPS)
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- Fix bugs with junction not accepting blocks (low FPS)
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- Fix bugs with tunnel merging and/or removing items (low FPS)
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- Investigate #6
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- Edit descriptions for conveyors to be more clear about how to use them
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- Add link to Mindustry discord everywhere
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- Balancing to slow down progression
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### Major Bugs
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- Black screen when tabbing out on Android
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@@ -1,8 +1,8 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="io.anuke.mindustry"
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android:versionCode="31"
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android:versionName="3.04" >
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android:versionCode="33"
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android:versionName="3.1" >
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<uses-sdk android:minSdkVersion="9" android:targetSdkVersion="25" />
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<uses-permission android:name="com.android.vending.BILLING" />
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@@ -9,7 +9,7 @@ import io.anuke.mindustry.entities.Player;
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import io.anuke.ucore.scene.ui.layout.Unit;
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public class Vars{
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public static final boolean testAndroid = false;
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public static final boolean testAndroid = true;
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//shorthand for whether or not this is running on android
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public static final boolean android = (Gdx.app.getType() == ApplicationType.Android) || testAndroid;
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//shorthand for whether or not this is running on GWT
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@@ -1,6 +1,7 @@
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package io.anuke.mindustry.entities.effect;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.graphics.Colors;
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import io.anuke.mindustry.Vars;
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import io.anuke.ucore.core.Draw;
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@@ -311,8 +312,11 @@ public class Fx{
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breakBlock = new Effect(12, e -> {
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Draw.thickness(2f);
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Draw.color(Color.WHITE, Color.GRAY, e.ifract());
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Draw.spikes(e.x, e.y, e.ifract() * 5f, 2, 5);
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Draw.color(Color.WHITE, Colors.get("break"), e.ifract());
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Draw.spikes(e.x, e.y, e.ifract() * 5f, 2, 5, 90);
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Draw.thickness(2f - e.ifract() * 2f);
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Draw.polygon(4, e.x, e.y, Vars.tilesize / 1.6f + e.ifract() * 5f, 45);
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Draw.reset();
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}),
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@@ -37,10 +37,12 @@ public class AndroidInput extends InputHandler{
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@Override
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public boolean touchUp(int screenX, int screenY, int pointer, int button){
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if(brokeBlock) return false;
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if(brokeBlock){
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brokeBlock = false;
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return false;
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}
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brokeBlock = false;
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if(placing && pointer == 0 && !player.placeMode.pan){
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if(placing && pointer == 0 && !player.placeMode.pan && player.recipe != null){
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player.placeMode.released(getBlockX(), getBlockY(), getBlockEndX(), getBlockEndY());
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}else if(pointer == 0 && !player.breakMode.pan && player.recipe == null && drawPlace()){
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player.breakMode.released(getBlockX(), getBlockY(), getBlockEndX(), getBlockEndY());
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