-
Notifications
You must be signed in to change notification settings - Fork 291
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Issue 1619 RFE: dirt and gravel roads #6246
Issue 1619 RFE: dirt and gravel roads #6246
Conversation
…oads' into issue-1619-rfe-dirt-and-gravel-roads # Conflicts: # megamek/src/megamek/common/Hex.java # megamek/src/megamek/common/MoveStep.java # megamek/src/megamek/common/Terrains.java
Codecov ReportAll modified and coverable lines are covered by tests ✅
Additional details and impacted files@@ Coverage Diff @@
## master #6246 +/- ##
============================================
- Coverage 28.99% 28.99% -0.01%
- Complexity 13982 13984 +2
============================================
Files 2652 2652
Lines 268282 268314 +32
Branches 47762 47773 +11
============================================
+ Hits 77799 77805 +6
- Misses 186601 186627 +26
Partials 3882 3882 ☔ View full report in Codecov by Sentry. |
Do we need art for this? |
No & Yes. No, we don't need art for this to function. Currently a dirt road and gravel road look the same, but they function as they're supposed to. Yes, I think we'll want art for gravel. I do not think we should hold off on merging this PR until we have gravel road art as the gravel roads art is purely decorative and won't effect the functionality of this. Gravel & Dirt roads should not show up during map generation, they should only appear if a map maker uses it. |
Resolves #1619
Resolves #5595
Contains new graphics for gravel roads (from stonewall072) and dirt roads (Morkath)