yea so there is the python script that gets run in cmake .. or the is the actual map tw automapper loading code which then could be used to later test the actual implementation this would fit in make run_tests
It's nothing big but I thought it's worth a shot:
You can replace the call to GLU with 2 openGL calls and have the same functionality.
Since this is the only call that uses GLU, I thought it might be a good idea to patch it and thereby drop GLU, since this is the only time it's used in the whole codebase.
I was just working on this when I saw the pull request about invalid json.
This adds a class to write valid and correctly formatted JSON more easily.
The format changes in minor ways to be more uniform. Example:
```
{
"skin" : {
"body" : {
"filename" : "force",
"custom_colors" : true,
"hue" : 255,
"sat" : 255,
"lgt" : 0
},
"marking" : {
"filename" : "coonfluff",
"custom_colors" : true,
"hue" : 161,
"sat" : 255,
"lgt" : 0,
"alp" ...
Bloated tilesets with multiple functions can have multiple functions and thus require different types of automappers. Also sharing/combining custom rules would be easier if they could simply put in one directory instead of having to edit json files. So the old functionality should be kept for backwards compatibility and current vanilla rules do not require such structure.
Imagine something like this where either both files foo/bar.json and foo.json represent rules for the tileset `...
!teeworlds_editor_small_tile_button
!teeworlds_editor_big_tile_button
When there are only a few tile layers and groups there is plenty of unused space. It would be nice to use it to increase the group members. This allows for faster mapping since less precise aiming is needed to switc...