This adds a new option for viewing characters as grids. It only works on characters all of whose places have names that consist of pairs of integers.
While making that work, I found out that biggish grids cause the engine to load unacceptably slowly, so I implemented keyframes. Currently you have to snap them yourself unless you instantiate a character with a networkx graph, in which case the initial state is a keyframe.
I removed the old method-chaining interface to networkx's graph generators from the character API. It performed very badly. Unless and until I add a keyframe "crushing" feature to Facades, the best way to generate Characters is to make a networkx graph using the generators in that library, and pass that in as the Character's initial state.
Some allegedb bugs cropped up that probably should have stopped me from releasing that module in the first place. I've merged it into LiSE and disabled the parts that LiSE doesn't use.
This adds a new option for viewing characters as grids. It only works on characters all of whose places have names that consist of pairs of integers.
While making that work, I found out that biggish grids cause the engine to load unacceptably slowly, so I implemented keyframes. Currently you have to snap them yourself unless you instantiate a character with a networkx graph, in which case the initial state is a keyframe.
I removed the old method-chaining interface to networkx's graph generators from the character API. It performed very badly. Unless and until I add a keyframe "crushing" feature to Facades, the best way to generate Characters is to make a networkx graph using the generators in that library, and pass that in as the Character's initial state.
Some allegedb bugs cropped up that probably should have stopped me from releasing that module in the first place. I've merged it into LiSE and disabled the parts that LiSE doesn't use.