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#editor

adrientd
but it is preferable to avoid usinsg instance IDs from the files if possible
pegperegogaucho
As long as 2 separate objects don't have the same ID it should be fine
adrientd
I realize class names can also be very large...
adrientd
But I do think it is important to know the type of the object
adrientd
So I think I will leave it like this
pegperegogaucho
I guess that is fine
pegperegogaucho
Maybe you could remove the prefixes for the class names
pegperegogaucho
the CK, or CKHk
adrientd
Wouldn't change much imo
pegperegogaucho
And require a lot of work...
adrientd
obviously
adrientd
Ok, I think the last commit could be a nice candidate for v0.3
adrientd
just need to update icons and tooltip text
adrientd
OF COURSE I could also add new features, and new improvements etc. but I need to stop at some point and release it
adrientd
such things could be done for v0.4 or whatever
adrientd
Now I think the most important thing to do is the documentation
adrientd
I will try to add some new pages on the wiki to explain the various concepts you will encounter in the editor
adrientd
and as well as some guides/tutorials, including one how to make a new sector from scratch with geometry, ground collision, squads, etc.
adrientd
Also, while writing the documentation, I might encounter bugs in the editor, in that case of course I will fix them before v0.3
adrientd
And it's when I'm done with the documentation, and that the guide steps work that I will release v0.3