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#editor

mr.rubinshtein
:KEK:
mr.rubinshtein
maybe its from beta left stuff who knows
mr.rubinshtein
beta version had lot of weird things
pegperegogaucho
:WeirdButOkayChamp:
pegperegogaucho
Adrien you should consider cutting out this text to make room for the object name
pegperegogaucho
The memory address is just confusing and takes up too much space, making you need to enlarge the window...
adrientd
Yeah, I also thought about doing that, but the pointer can still be useful to check if the object set is correct when there is no name or the multiple objects have the same name.
adrientd
I could definitely just put it at the right side
pegperegogaucho
Maybe instead of displaying the memory address and clid, you could display the instance number, or make the default name the instance number
pegperegogaucho
so it would be: "CKHkCorkscrew 5 : XYZ" or "CKHkCorckscrew : Corkscrew 5"
adrientd
I will see
pegperegogaucho
I saw you added an option to generate default names for grounds
pegperegogaucho
Maybe having the editor give unnamed objects a default name could be helpful
adrientd
true, but I would have to keep some static int that increments on every call on CGround::onDeserialize
adrientd
and no, there is no such thing such as an "instance number" in the editor
pegperegogaucho
Sure, but you know what I mean
pegperegogaucho
Would make sense as it's also part of the obj ref
adrientd
Yeah, but once loaded the editor only references objects through pointers, the instance numbers are lost.
adrientd
Also what happens if you let say remove one object in middle? Like you have grounds with instance ids 0 1 2 3 4: if you remove 2, then 3 4 will become 2 and 3.
adrientd
I could have kept the original ID in their name though