Fixing Map Editor Bugs

This weekend I mostly worked on fixing issues within and around the Map Editor. There were a bunch of issues that I introduced when working on drainage basins that I didn't previously had a chance to fix, including an issue with the altitude tool which would make the temperature in certain high areas go way below the limit (going all the way to -1000 C). I fixed that and also fixed an issue where map regeneration after an altitude change would not properly recalculate rainfall values. There are still a bunch of other issues with terrain regeneration, but it is now more stable.

Aside from that I also finally got to fix the "Generate New World" dialog. Seed values will no longer auto-reset when you go over the maximum value possible. Also, when using the Map Editor, inserting numbers into the dialog will not activate the toolbar shortcuts (nor any other shortcut for that mater). The same fix applies to all other dialogs that block interactions with the rest of the UI. Here's the fix in action:





One final thing I did this week is adding a new small save dialog that will popup whenever a player switches out from Editor Mode and into Simulation Mode. This dialog will give players a chance to save their edited worlds before they start playing with them, so that they can reuse and share them more easily. It will also be more easy to share with the dev (that's me!) an edited world in case a bug happens while playing with it. Here's another .gif with the new dialog in action* (because why not):





In addition to this, I made a small change to the saving dialog so that it won't automatically append a "_0_0" date suffix to the name of the file when saving from the map editor or before starting the simulation (as seen above).

So that was pretty much it for this past weekend. Currently I'm at 10 of 28 issues, relevant to the upcoming release, that have already been handled or fixed. More issues could crop along the way (in fact, several have already), but that doesn't mean I won't release until I fix them all. Some of these issues will get pushed to the next version depending on how severe or important they are. In any case, next weekend will be another bug-bashing adventure...

* ...don't be fooled by the quick save speed in the gif. Empty worlds have always saved fast. Unlike non-empty worlds :P