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Build 2131

25 November 2011 · 1 commit by 1 author · SVN

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Original log file · 20111125-2131.txt
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r2131 | helixhorned | 2011-11-25 05:46:48 -0800 (Fri, 25 Nov 2011) | 1 line

Fix two bugs with the loop punching code that made it practically useless.
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r2130 | helixhorned | 2011-11-25 01:53:07 -0800 (Fri, 25 Nov 2011) | 17 lines

Ability to duplicate an inner loop in a neighboring TROR sector.

Called 'loop punching'. In addition to duplicating the loop, the inner
portions of the original and cloned loop are made into a new bunch, and
the loop walls are made to be neighbors, linking their movement to each
other. This gives a way to create island sectors with a differing
bunchnum in the midst of an already extended area.

Usage:
For an extended sector containing a CCW inner loop, select its points
using Ctrl+Shift. Press Ctrl-E to be queried whether to duplicate the
points into the upper or lower extension (even if it's unambiguous).
A number of conditions must be met for a successful 'punch', which
should hopefully be more or less obvious. Among them:
 - loop walls should all be red
 - the starting wall is only considered among the non-grayed-out ones
 - the neighboring sector must not contain points inside or at the loop
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Engine
Already listed in build 2130

Ability to duplicate an inner loop in a neighboring TROR sector.

Philipp Kutin (Helixhorned) 25 Nov 2011, 01:53 UTC−8 r2130

Called 'loop punching'. In addition to duplicating the loop, the inner portions of the original and cloned loop are made into a new bunch, and the loop walls are made to be neighbors, linking their movement to each other. This gives a way to create island sectors with a differing bunchnum in the midst of an already extended area. Usage: For an extended sector containing a CCW inner loop, select its points using Ctrl+Shift. Press Ctrl-E to be queried whether to duplicate the points into the upper or lower extension (even if it's unambiguous). A number of conditions must be met for a successful 'punch', which should hopefully be more or less obvious. Among them: - loop walls should all be red - the starting wall is only considered among the non-grayed-out ones - the neighboring sector must not contain points inside or at the loop