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README.md

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@@ -31,6 +31,8 @@ A modern implementation of 'LocoTool' for Locomotion `dat` file parsing and edit
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- Can connect to the object repository to view and download any object stored in it
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- Automatic upload of 'undiscovered' dat files (ie dat files that don't exist in the object repository)
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- Property/hex viewer has been ported over from 1.0.5/the WinForms editor
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- Vehicle animator
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- G1.dat viewing/exporting
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## 2.0.0+
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- Can display image properties of images in the image table
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- Can handle many more objects than the 1.x.x version
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- Can change background colour of image viewer
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- Can play sound objects
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## 1.0.5+
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- This file is used to store where the users' object folder paths are, and other program data
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## Indexing
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- When the tool first loads an objdata directory it will scan every file to make an index and save that into `objectIndex.json` in that folder
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- When the tool first loads an `objdata` directory it will scan every file to make an index and save that into `objectIndex.json` in that folder
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- This indexing is relatively slow, but only needs to run once/when the folder contents change
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- On subsequent uses of the tool, the index file will be loaded instead, and this is fast
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- The tool will print a log message if it detects changes in the folder and thinks you need to reindex it
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# Future Plans/Features
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- [x] Better flag editing support
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- [ ] Validation of object limits/sane values
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- [ ] Detection of bugged objects
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- [x] Detection of bugged objects
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- [ ] Support/edit tutorials
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- [ ] Support/edit maps/savegames/scenarios
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- [ ] Support language files
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- [ ] Implement vehicle previewer
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- [x] Vehicle previewer
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- [ ] Better G1 support including palette file editing
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- [ ] Export/convert object to a future modern OpenLoco file format
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- [x] Dark mode
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# Building
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- Open AvaGui/AvaGui.sln in Visual Studio
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- You'll need the `Avalonia for Visual Studio` plugin to use the visual XAML previewer
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- You'll need the `Avalonia for Visual Studio` plugin to use the visual XAML previewer, but it isn't required to actually build or run the solution.
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# Deploying
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See `deploy.sh`
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See `build.sh` and `tag.sh`

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