Transparent backgrounds for all buildings (necessary for new vermin display).
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Implemented unit/item/vermin/building/map display at once. |
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Implemented vermin graphics; reimplemented creature transparency (not normally available for 4303, so had to use a hacky workaround (which leads to issues with vermins over corpse parts - also tbh the rhino lizard behind the "g" below is hardly visible)). For some reason artists made grand effort to draw the vermin, and then implement the graphics code, despite no in-game display of them - well, they can now be very cute and visible.
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TWBT Map tile override param in the form of "^BeginningOfTheTile" for overriding multiple tiles at once, for quickly mass-specifying GrassLightFloor variants. Equivalent to manually writing them out.
New :BUILDING_TILE_ONLY param for buildings to prevent ice floors & mists being overridden in workshops as well as snow & various wild plants overriding oddly-shaped farm plots. Default off.
Partially implemented multilevel transparency. Green and clear glass bridges, supports, upright spears, floor bars, vertical bars, grates, floodgates and hatches are transparent, displaying some stuff on z-level below. Allowed descriptor color fg/bg overrides, as well as modified
devel/inject-raws for injecting colors in existing saves.
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Made mouse coords outside play area use old mouse coords rather than -1,-1. Not sure why that was set, but haven't found any issues or instability in seasons.
Can override entire well in-use now with multilevel active. Formatting is
[OVERRIDE:09:B:WELL:Well::tilesheet:tilenr] #Unused well
[OVERRIDE:09:I:BUCKET:BUCKET::tilesheet:tilenr] ##Well while being pulled
[OVERRIDE:150:B:WELL:Well::tilesheet:tilenr] #Bucket that is being lowered
[OVERRIDE:179:B:WELL:Well::tilesheet:tilenr] ##Chain that is being lowered.