**Major: **
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Undo/Redo. Users can use Ctrl+z and Ctrl+r to undo and redo changes to the map
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Print. Ctrl+P to print the Hexmap. This opens up a print dialog! Neat
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Map use mode. I'll add these details later...
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Added a calendar widget using a clock that was made a while ago
Minor:
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Added new Logging utility: MultiLog.
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Ctrl+S to save your map
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hex selector now shows outline of selected hex
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implemented A-star pathing for map use tool. I also made my own "B-Star" pathing algorithm, which kinda sucks.
Major:
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Dialogs are now shown when creating and editing entities on the map. These are all dynamically made, and so future entities will be easier to work with and edit
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double-click on an entity when using the entity editor, and an edit diaglog will open up
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right click on a hex with the entity editor and a context menu will open. Click which entity you want to edit!
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fixed longstanding typo in source code: "catalog", not "catalogue"
Minor:
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Hexes colors aren't actually changed based on the altitude. Instead we perturb the stored color when it's accessed.
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renamed the launch file to what it really should be
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setting a hex brush size to 2 shouldn't make you select a group of seven hexes with the hex selector
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fixed river color so that they match shallows
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Name generator can now make names for oceans and shallows
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changing the altitude of a hex will automatically switch it between water/land
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fixed bug where text wouldn't show up right on ubuntu, and instead it looked like wingdings
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assorted other fixes
Major:
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added new GUI to support world generation with both presets and advanced generation parameters.
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multithreading for world generation so the gui doesn't sieze up and act non-responsive
Minor:
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added window icon for MultiHex
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Users can now change the color of counties (and in effect kingdoms)
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Users can add and edit map generation presets
Major:
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totally reworked the GUIs! Now allows for rapid switching between the different editors
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Updated the civilization toolbar artwork, removed old unused buttons
Minor:
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Dramatically reduced file sizes
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Starting to draw a path from the end of an existing path will allow the continuing of the existing path (applies to rivers, roads)
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changed structure of json file for world generation. Each parameter should have a correlated entry with its description.
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changed savefile locaiton to be %AppData%\MultiHex\saves on Windows, $HOME/MultiHex/saves on MacOS, and $HOME/.local/MultiHex/saves on Linux
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Fixed issue where tributaries were not being drawn
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Fixed problem where a spaceritem had the same layout location as a button, causing an obnoxious warning
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Fixed issue where the Hex Brushes outline wouldn't be removed when switching to a new tool
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Several other minor bugfixes
Major:
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Hexmaps are now updated as new features are added. There are chained functions for loading old Hexmaps and uploading them to the newest version.
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A tilesets file has been added describing Hex climates; these specify a color and central values for attributes describing the climate. The tilesets and climate system are parameter-agnostic to allow for easier expansion to other tilesets or map types
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Added a system for injecting perlin noise into any parameter of the map
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Added "Detailer" brush for raising/lowering temperatures, altitudes, rainfall patterns
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Biome border colors can be chosen from a colorpicker
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Climates can be recalculated
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Users can now draw rivers and tributaries
Minor
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Added (beta) Heatmaps for any Hex property
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Added a clock system for use in the map usability update
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Added 3D and ND Points. Smallest dimensionality should be used to save space!
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Added some unit tests. A future update should add more.
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Biome names can be auto-generated in the editor
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Better support for more Hex climates / colors!
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Changed the controls for the region brushes
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Hexes climates are now determined through a method
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User can choose a biome's color
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more docstrings were added
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More code reuse!
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User can toggle whether biome names/borders are shown
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Added script for generating docs
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New button icons!
- fixed bug where rivers would be accepted with length 1 and no tributaries
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Added the Civilization Editor GUI
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Added Entities: objects which can be placed on a HexMap
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Added Settlements
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Added Roads
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Added brushes for adding roads, settlements, and entities on a map
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Fixed issues with adding Points to the start of a path
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Refined the layering and established protocols for future layering
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Fixed the Path datastructure, and implemented a 'Path ID' system similar to the
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MCMC name generator for cooler, theme-appropriate names.
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Rivers and lakes are now created.
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Fixed issue where removing hexes from reginos would sometimes mess up the region border
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Fixed issue where adding hex to region would sometimes crash application
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Added Simple layering: Hexes < Regions < Brushes < Region Names
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Region Labels look nicer
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Moon phase functionality to clock object
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World generator now creates and names regions
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Unused buttons are disabled
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Fixed bug where you would try adding some hex to a region, remove the hex from another region, but then not be able to add to the region. Lead to conflics in some maps.
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Fixed bug where hexid would be popped but the hex wouldn't be popped
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Can now assign region names. They are drawn over the regions too.
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Added region brush tool.
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Removed selector tool. Folded its functionality into the brushes. Right click (or Alt+Click) now draws with the brush and left click accesses the relevant selector. Selects either a brush or a region, depending on what kind of brush you are using.
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Major changes to the world editor gui.
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Drawing over a hex with the Hex Brush now replaces that hex, scales its color according to the altitude.
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Main map will load in regions and draw them, if necessary.
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Several fixes to the member functions of the region class.
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Fixed the color oceans were drawn with. Now it matches the shallows.
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Added first working prototype of regions, and a prototype gui for drawing them
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Added Release Notes
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gitignore actually ignores swap files
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main menu now only hides when a filename is specified, so it won't flash when you cancel the file dialog.
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Point equality function now only checks for closeness, so floating point weirdness doesn't prevent an accurate test of equality.
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clicker controls now control a "drop" function when swapping tools. Helps for generalizing to any number of tools for a CC