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Feature request: grid color merge

Abierto
#67 1 comentario 0 reacciones 0 asignados Ver en GitHub

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Evaluación

Dificultad
5/5
Tiempo estimado
Más de una semana
Aptitud para principiantes
25/100
Tipo de issue
Nueva funcionalidad
Claridad
Necesita aclaración
Estado de actividad
Estancado
Stack tecnológico
csharp
Área
tooling

Línea de trabajo

No se nombran archivos, pruebas ni puntos de entrada. Empieza por mapear cómo SEToolbox representa los colores de la cuadrícula y realiza búsquedas y ediciones de color; después, determina cómo deben presentarse los tonos cercanos y el umbral de saturación. Se considerará terminado cuando los usuarios puedan revisar grupos de colores coincidentes y combinar cada grupo en un color seleccionado sin repetir manualmente las búsquedas.

Escrito por el modelo de indexación a partir del texto del issue.

Descripción

this is some sort of feature request, not sure if you have the time to add and i wouldn't call it a high priority either buts its kind of useful i think, let me start by explaining the issue.

Recently when building a larger primary planetary base on a multiplayer server we noticed that although everyone that participated in building used color matching we somehow ended up with a lot of different shades of the same colors.. in example we had a bunch of light grey's with ingame values like:
Hue Sat Val
0 -89 20
0 -90 20
0 -91 20
0 -92 20
0 -93 20
etc..

The obvious pattern there is that only the saturation value changed by 1, so i somewhat suspect a bug in SE that makes this happen. Anyhow as fixing that ingame seemed time consuming, since it was many thousand blocks each.. i looked into fixing it with setoolbox.

So the first question i ran into was... how many different shades of the same color do we actually have? Coulndn't tell. The cube list sorta shows it, but when working on a large grid going through and manually counting is a bit tedious.

The second issue i ran into was the color representation between toolbox and SE is quite a bit different sadly, as in the values as seen ingame are nowhere to be found, would have to convert em first.

So i ended up going around the base in game, making a list of all similar shades of the same color, making an extra grid with one block of each of em, so i could find the right color codes for em in toolbox then which ended up to be something like :

FF998E8E

FF998F8F

FF999090

FF999191

FF999292

FF999393

FF999494

.. and then i searched for each of em and changed their color, thus merged all light-grey blocks with slightly different saturation into the same color. Repeated the whole process for other colors that had a similar problem. This in the end fixed the colors problems on that grid.

As this whole process was a bit time consuming and this problem seems to happen with almost any bigger grid we build so far, i think it would be nice to have some sort of grid color merge function. Search for all groups of neighbouring colors within a user defined saturation-threshold, display the groups of matches and offer to automatically merge them into one of their colors each.

Lenguaje dominante
C#
Estrellas
156
Forks
61
Métricas de merge de PR
Sin PR fusionados en 30 d

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