<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="/rss.xsl"?><rss version="2.0"><channel><title>tIDE Issue Tracker Rss Feed</title><link>http://tide.codeplex.com/WorkItem/List.aspx</link><description>tIDE Issue Tracker Rss Description</description><item><title>Created Issue: Exception when dragging Tile [15932]</title><link>http://tide.codeplex.com/workitem/15932</link><description>When I drag a tile from the tile sheet onto a layer, I get an exception.  Attached is the stack trace.&lt;br /&gt;&lt;br /&gt;I am using Windows 8.&lt;br /&gt;</description><author>eumenhof</author><pubDate>Thu, 03 Jan 2013 23:43:11 GMT</pubDate><guid isPermaLink="false">Created Issue: Exception when dragging Tile [15932] 20130103114311P</guid></item><item><title>Commented Issue: Optimization [12950]</title><link>http://tide.codeplex.com/workitem/12950</link><description>&amp;#60;p&amp;#62;When working in the editor, there are very strong lags do not depend on system performance.&amp;#60;&amp;#47;p&amp;#62;&lt;br /&gt;Comments: ** Comment from web user: grisevg ** &lt;p&gt;core i7 2ghz&lt;br&gt;three layers 50x50 tiles&lt;br&gt;each tile 64x64 pixels, png&lt;br&gt;3 tile sheets(one per each layer) 6x6 tiles each&lt;br&gt;screen resolution: 1600x900&lt;/p&gt;&lt;p&gt;very laggy and unpleasant to use even on 100% zoom.&lt;br&gt;=[&lt;/p&gt;</description><author>grisevg</author><pubDate>Wed, 02 Jan 2013 16:27:39 GMT</pubDate><guid isPermaLink="false">Commented Issue: Optimization [12950] 20130102042739P</guid></item><item><title>Commented Issue: Multiple Viewports Skew Parallax Offset Values [15631]</title><link>http://tide.codeplex.com/workitem/15631</link><description>When using multiple viewports, layers using parallax effects display the offset differently than when using one singular viewport.&lt;br /&gt;Comments: ** Comment from web user: colinvella ** &lt;p&gt;For further control over parallax offsets you can call the Draw method of the layers individually. Heres&amp;#39; the signature&amp;#58;&lt;/p&gt;&lt;p&gt;&amp;#47;&amp;#47;&amp;#47; &amp;#60;summary&amp;#62;&lt;br /&gt;&amp;#47;&amp;#47;&amp;#47; Visually renders the layer using the given display device,&lt;br /&gt;&amp;#47;&amp;#47;&amp;#47; pixel offset from the map origin and display viewport. If&lt;br /&gt;&amp;#47;&amp;#47;&amp;#47; wrapAround is set to True, the layer wraps around at the&lt;br /&gt;&amp;#47;&amp;#47;&amp;#47; edges across and &amp;#47; or down.&lt;br /&gt;&amp;#47;&amp;#47;&amp;#47; &amp;#60;&amp;#47;summary&amp;#62;&lt;br /&gt;&amp;#47;&amp;#47;&amp;#47; &amp;#60;param name&amp;#61;&amp;#34;displayDevice&amp;#34;&amp;#62;Display device on which to render layer&amp;#60;&amp;#47;param&amp;#62;&lt;br /&gt;&amp;#47;&amp;#47;&amp;#47; &amp;#60;param name&amp;#61;&amp;#34;mapViewport&amp;#34;&amp;#62;viewport on the dipslay device&amp;#60;&amp;#47;param&amp;#62;&lt;br /&gt;&amp;#47;&amp;#47;&amp;#47; &amp;#60;param name&amp;#61;&amp;#34;displayOffset&amp;#34;&amp;#62;offset in pixel coordinates into the map from the top left&amp;#60;&amp;#47;param&amp;#62;&lt;br /&gt;&amp;#47;&amp;#47;&amp;#47; &amp;#60;param name&amp;#61;&amp;#34;wrapAround&amp;#34;&amp;#62;Flag indicating if layer wrap-around is performed&amp;#60;&amp;#47;param&amp;#62;&lt;br /&gt;public void Draw&amp;#40;IDisplayDevice displayDevice, Rectangle mapViewport, Location displayOffset, bool wrapAround&amp;#41;&lt;/p&gt;&lt;p&gt;Just bear in mind that you need to call displayDevice.BeginScene&amp;#40;&amp;#41; and .EndScene&amp;#40;&amp;#41; before and after the calls.&lt;/p&gt;</description><author>colinvella</author><pubDate>Tue, 25 Sep 2012 07:25:16 GMT</pubDate><guid isPermaLink="false">Commented Issue: Multiple Viewports Skew Parallax Offset Values [15631] 20120925072516A</guid></item><item><title>Commented Issue: Multiple Viewports Skew Parallax Offset Values [15631]</title><link>http://tide.codeplex.com/workitem/15631</link><description>When using multiple viewports, layers using parallax effects display the offset differently than when using one singular viewport.&lt;br /&gt;Comments: ** Comment from web user: TheBroodian ** &lt;p&gt;I manned up and learned how RenderTargets work, after implementing them, the whole thing works fine &amp;#58;&amp;#41; I still feel like it would be a fairly useful feature if you could somehow add a method to give some manual control over parallax behaviors &amp;#40;maybe to allow for constant panning backdrops to give the effect that the player is in motion or something of that sort&amp;#41; but that aside, thank you for the advice.&lt;/p&gt;</description><author>TheBroodian</author><pubDate>Mon, 24 Sep 2012 22:46:20 GMT</pubDate><guid isPermaLink="false">Commented Issue: Multiple Viewports Skew Parallax Offset Values [15631] 20120924104620P</guid></item><item><title>Commented Issue: Multiple Viewports Skew Parallax Offset Values [15631]</title><link>http://tide.codeplex.com/workitem/15631</link><description>When using multiple viewports, layers using parallax effects display the offset differently than when using one singular viewport.&lt;br /&gt;Comments: ** Comment from web user: TheBroodian ** &lt;p&gt;Well, the issue I&amp;#39;m experiencing is that I&amp;#39;ve programmed a dynamic splitscreen system to allow for simultaneous co-op play that won&amp;#39;t restrict players to be in close proximity to eachother. When they get too far away, the game becomes split screen, when they come close together again, the game reverts back to one viewport. And I&amp;#39;ve programmed it with a smooth &amp;#39;snap-out&amp;#39;&amp;#47;&amp;#39;snap-in&amp;#39; style so that the transition between both modes is smooth and the whole effect is hampered by the difference in parallax layers. So- when the game is split screen, both viewports are the same size, but then obviously not when the game is in single-screen mode. &lt;/p&gt;&lt;p&gt;Not to say that any of that is your problem, I would just like to keep my code simple, and it would seem that it would be easier to adjust the way the ratios behave, than to use render targets&amp;#63; And, generally speaking, I would wager a guess that anytime somebody was going to build a world utilizing a parallax effect, they would make the parallax layer large enough that they would never need the viewport to meet any of its four corners.&lt;/p&gt;&lt;p&gt;That being said, if this is working as intended, and you&amp;#39;d rather not tamper with it, then I will take your advice and see what I can do with render targets.&lt;/p&gt;</description><author>TheBroodian</author><pubDate>Fri, 21 Sep 2012 17:50:51 GMT</pubDate><guid isPermaLink="false">Commented Issue: Multiple Viewports Skew Parallax Offset Values [15631] 20120921055051P</guid></item><item><title>Commented Issue: Multiple Viewports Skew Parallax Offset Values [15631]</title><link>http://tide.codeplex.com/workitem/15631</link><description>When using multiple viewports, layers using parallax effects display the offset differently than when using one singular viewport.&lt;br /&gt;Comments: ** Comment from web user: colinvella ** &lt;p&gt;Well, if your two viewports are the same size, the parallax offaets should line offsets. Otherwise you could try rendering to a fullscreen viewport  on a render target and copy only the middle bit&amp;#63;&lt;/p&gt;</description><author>colinvella</author><pubDate>Fri, 21 Sep 2012 10:10:45 GMT</pubDate><guid isPermaLink="false">Commented Issue: Multiple Viewports Skew Parallax Offset Values [15631] 20120921101045A</guid></item><item><title>Commented Issue: Multiple Viewports Skew Parallax Offset Values [15631]</title><link>http://tide.codeplex.com/workitem/15631</link><description>When using multiple viewports, layers using parallax effects display the offset differently than when using one singular viewport.&lt;br /&gt;Comments: ** Comment from web user: TheBroodian ** &lt;p&gt;That&amp;#39;s unfortunate. How would one go about making viewports match up&amp;#63;&lt;/p&gt;</description><author>TheBroodian</author><pubDate>Thu, 20 Sep 2012 18:36:17 GMT</pubDate><guid isPermaLink="false">Commented Issue: Multiple Viewports Skew Parallax Offset Values [15631] 20120920063617P</guid></item><item><title>Commented Issue: Multiple Viewports Skew Parallax Offset Values [15631]</title><link>http://tide.codeplex.com/workitem/15631</link><description>When using multiple viewports, layers using parallax effects display the offset differently than when using one singular viewport.&lt;br /&gt;Comments: ** Comment from web user: colinvella ** &lt;p&gt;Keep in mind that the parallax ratio is not merely a ratio of layer sizes but also factors in the viewport size such that the layers line up exactly at the four edges.&lt;/p&gt;</description><author>colinvella</author><pubDate>Thu, 20 Sep 2012 09:58:51 GMT</pubDate><guid isPermaLink="false">Commented Issue: Multiple Viewports Skew Parallax Offset Values [15631] 20120920095851A</guid></item><item><title>Commented Issue: Multiple Viewports Skew Parallax Offset Values [15631]</title><link>http://tide.codeplex.com/workitem/15631</link><description>When using multiple viewports, layers using parallax effects display the offset differently than when using one singular viewport.&lt;br /&gt;Comments: ** Comment from web user: TheBroodian ** &lt;p&gt;Screencapture of a scene with one single viewport.&lt;/p&gt;</description><author>TheBroodian</author><pubDate>Wed, 19 Sep 2012 18:56:49 GMT</pubDate><guid isPermaLink="false">Commented Issue: Multiple Viewports Skew Parallax Offset Values [15631] 20120919065649P</guid></item><item><title>Created Issue: Multiple Viewports Skew Parallax Offset Values [15631]</title><link>http://tide.codeplex.com/workitem/15631</link><description>When using multiple viewports, layers using parallax effects display the offset differently than when using one singular viewport.&lt;br /&gt;</description><author>TheBroodian</author><pubDate>Wed, 19 Sep 2012 18:36:52 GMT</pubDate><guid isPermaLink="false">Created Issue: Multiple Viewports Skew Parallax Offset Values [15631] 20120919063652P</guid></item><item><title>Commented Issue: Map won't draw to second viewport? [15604]</title><link>http://tide.codeplex.com/workitem/15604</link><description>Hello again&amp;#33;&lt;br /&gt;&lt;br /&gt;I&amp;#39;m working to add multiplayer split screen support into my game, and while I think I&amp;#39;m on the right track, I&amp;#39;m not quite understanding something in the way xTile draws its maps-&lt;br /&gt;&lt;br /&gt;So I have two viewports defined&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Camera1 &amp;#61; new xTile.Dimensions.Rectangle&amp;#40;0, 0, 400, 600&amp;#41;&amp;#59;&lt;br /&gt;Camera2 &amp;#61; new xTile.Dimensions.Rectangle&amp;#40;0, 0, 400, 600&amp;#41;&amp;#59;&lt;br /&gt;&amp;#47;&amp;#47;Width is hard coded to half the screen&amp;#39;s width for testing purposes&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;I have some logic written to cause Camera1 to follow my player character, while Camera2 won&amp;#39;t have any logic and will simply be static.&lt;br /&gt;&lt;br /&gt;So then I have the draw method where my map&amp;#39;s draw method is called twice, once for each viewport with the corresponding offset.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;map.Draw&amp;#40;ScreenManager.mainGame.mapDisplayDevice, Camera1, new Location&amp;#40;0, 0&amp;#41;, false&amp;#41;&amp;#59;&lt;br /&gt;map.Draw&amp;#40;ScreenManager.mainGame.mapDisplayDevice, Camera2, new Location&amp;#40;400, 0&amp;#41;, false&amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;When I run the game, the first Draw method draws just fine in the first viewport, but the other viewport draws nothing. It&amp;#39;s just black.&lt;br /&gt;&lt;br /&gt;More interestingly, when I add this code&amp;#58;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;private void OnAfterLayerDraw&amp;#40;object sender, LayerEventArgs layerEventArgs&amp;#41;&lt;br /&gt;        &amp;#123;&lt;br /&gt;            SpriteBatch spriteBatch &amp;#61; ScreenManager.mainGame.mapDisplayDevice.SpriteBatchAlpha&amp;#59;&lt;br /&gt;&lt;br /&gt;            if &amp;#40;visible&amp;#41;&lt;br /&gt;            &amp;#123;&lt;br /&gt;                spriteBatch.End&amp;#40;&amp;#41;&amp;#59;&lt;br /&gt;                spriteBatch.Begin&amp;#40;SpriteSortMode.BackToFront, BlendState.AlphaBlend&amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;                foreach &amp;#40;GameObject entity in entities.ToList&amp;#40;&amp;#41;&amp;#41;&lt;br /&gt;                &amp;#123;&lt;br /&gt;                    entity.Draw&amp;#40;spriteBatch, new Vector2&amp;#40;Camera1.X, Camera1.Y&amp;#41;&amp;#41;&amp;#59;&lt;br /&gt;                &amp;#125;&lt;br /&gt;&lt;br /&gt;                spriteBatch.End&amp;#40;&amp;#41;&amp;#59;&lt;br /&gt;                spriteBatch.Begin&amp;#40;SpriteSortMode.Deferred, BlendState.AlphaBlend&amp;#41;&amp;#59;&lt;br /&gt;            &amp;#125;&lt;br /&gt;        &amp;#125;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&amp;#40;being as I have Camera1 hard coded for the entity.Draw&amp;#40;&amp;#41; method, it&amp;#39;ll draw objects in the same position for both viewports&amp;#41; it draws the entities in both viewports, but the second viewport still doesn&amp;#39;t draw the map. Entities still respond to collision&lt;br /&gt; detection, as well. So it&amp;#39;s like, the map logic is there... but not being drawn. Not sure what I&amp;#39;m doing wrong&amp;#63;&lt;br /&gt;Comments: ** Comment from web user: TheBroodian ** &lt;p&gt;Fixed&amp;#33; Works great&amp;#33;&lt;/p&gt;</description><author>TheBroodian</author><pubDate>Wed, 12 Sep 2012 21:17:04 GMT</pubDate><guid isPermaLink="false">Commented Issue: Map won't draw to second viewport? [15604] 20120912091704P</guid></item><item><title>Closed Issue: Can't open map [15449]</title><link>http://tide.codeplex.com/workitem/15449</link><description>The tIDE&amp;#92;Format&amp;#92;PathHelper.cs file is throwing an ArgumentOutOfRange Exception at line 57 and as such I cannot open a map file.&lt;br /&gt;Proposed solution&amp;#58;&lt;br /&gt;Change&amp;#58; basePath &amp;#61; basePath.Remove&amp;#40;index &amp;#43; 1&amp;#41;&amp;#59;&lt;br /&gt;To&amp;#58; basePath &amp;#61; basePath.Remove&amp;#40;index&amp;#41;&amp;#59;&lt;br /&gt;Comments: &lt;p&gt;Fixed in v2.0.6&lt;/p&gt;</description><author>colinvella</author><pubDate>Wed, 12 Sep 2012 14:56:22 GMT</pubDate><guid isPermaLink="false">Closed Issue: Can't open map [15449] 20120912025622P</guid></item><item><title>Closed Issue: Map won't draw to second viewport? [15604]</title><link>http://tide.codeplex.com/workitem/15604</link><description>Hello again&amp;#33;&lt;br /&gt;&lt;br /&gt;I&amp;#39;m working to add multiplayer split screen support into my game, and while I think I&amp;#39;m on the right track, I&amp;#39;m not quite understanding something in the way xTile draws its maps-&lt;br /&gt;&lt;br /&gt;So I have two viewports defined&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Camera1 &amp;#61; new xTile.Dimensions.Rectangle&amp;#40;0, 0, 400, 600&amp;#41;&amp;#59;&lt;br /&gt;Camera2 &amp;#61; new xTile.Dimensions.Rectangle&amp;#40;0, 0, 400, 600&amp;#41;&amp;#59;&lt;br /&gt;&amp;#47;&amp;#47;Width is hard coded to half the screen&amp;#39;s width for testing purposes&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;I have some logic written to cause Camera1 to follow my player character, while Camera2 won&amp;#39;t have any logic and will simply be static.&lt;br /&gt;&lt;br /&gt;So then I have the draw method where my map&amp;#39;s draw method is called twice, once for each viewport with the corresponding offset.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;map.Draw&amp;#40;ScreenManager.mainGame.mapDisplayDevice, Camera1, new Location&amp;#40;0, 0&amp;#41;, false&amp;#41;&amp;#59;&lt;br /&gt;map.Draw&amp;#40;ScreenManager.mainGame.mapDisplayDevice, Camera2, new Location&amp;#40;400, 0&amp;#41;, false&amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;When I run the game, the first Draw method draws just fine in the first viewport, but the other viewport draws nothing. It&amp;#39;s just black.&lt;br /&gt;&lt;br /&gt;More interestingly, when I add this code&amp;#58;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;private void OnAfterLayerDraw&amp;#40;object sender, LayerEventArgs layerEventArgs&amp;#41;&lt;br /&gt;        &amp;#123;&lt;br /&gt;            SpriteBatch spriteBatch &amp;#61; ScreenManager.mainGame.mapDisplayDevice.SpriteBatchAlpha&amp;#59;&lt;br /&gt;&lt;br /&gt;            if &amp;#40;visible&amp;#41;&lt;br /&gt;            &amp;#123;&lt;br /&gt;                spriteBatch.End&amp;#40;&amp;#41;&amp;#59;&lt;br /&gt;                spriteBatch.Begin&amp;#40;SpriteSortMode.BackToFront, BlendState.AlphaBlend&amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;                foreach &amp;#40;GameObject entity in entities.ToList&amp;#40;&amp;#41;&amp;#41;&lt;br /&gt;                &amp;#123;&lt;br /&gt;                    entity.Draw&amp;#40;spriteBatch, new Vector2&amp;#40;Camera1.X, Camera1.Y&amp;#41;&amp;#41;&amp;#59;&lt;br /&gt;                &amp;#125;&lt;br /&gt;&lt;br /&gt;                spriteBatch.End&amp;#40;&amp;#41;&amp;#59;&lt;br /&gt;                spriteBatch.Begin&amp;#40;SpriteSortMode.Deferred, BlendState.AlphaBlend&amp;#41;&amp;#59;&lt;br /&gt;            &amp;#125;&lt;br /&gt;        &amp;#125;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&amp;#40;being as I have Camera1 hard coded for the entity.Draw&amp;#40;&amp;#41; method, it&amp;#39;ll draw objects in the same position for both viewports&amp;#41; it draws the entities in both viewports, but the second viewport still doesn&amp;#39;t draw the map. Entities still respond to collision&lt;br /&gt; detection, as well. So it&amp;#39;s like, the map logic is there... but not being drawn. Not sure what I&amp;#39;m doing wrong&amp;#63;&lt;br /&gt;Comments: &lt;p&gt;Fixed in v2.0.6&lt;/p&gt;</description><author>colinvella</author><pubDate>Wed, 12 Sep 2012 14:56:00 GMT</pubDate><guid isPermaLink="false">Closed Issue: Map won't draw to second viewport? [15604] 20120912025600P</guid></item><item><title>Created Issue: Map won't draw to second viewport? [15604]</title><link>http://tide.codeplex.com/workitem/15604</link><description>Hello again&amp;#33;&lt;br /&gt;&lt;br /&gt;I&amp;#39;m working to add multiplayer split screen support into my game, and while I think I&amp;#39;m on the right track, I&amp;#39;m not quite understanding something in the way xTile draws its maps-&lt;br /&gt;&lt;br /&gt;So I have two viewports defined&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Camera1 &amp;#61; new xTile.Dimensions.Rectangle&amp;#40;0, 0, 400, 600&amp;#41;&amp;#59;&lt;br /&gt;Camera2 &amp;#61; new xTile.Dimensions.Rectangle&amp;#40;0, 0, 400, 600&amp;#41;&amp;#59;&lt;br /&gt;&amp;#47;&amp;#47;Width is hard coded to half the screen&amp;#39;s width for testing purposes&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;I have some logic written to cause Camera1 to follow my player character, while Camera2 won&amp;#39;t have any logic and will simply be static.&lt;br /&gt;&lt;br /&gt;So then I have the draw method where my map&amp;#39;s draw method is called twice, once for each viewport with the corresponding offset.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;map.Draw&amp;#40;ScreenManager.mainGame.mapDisplayDevice, Camera1, new Location&amp;#40;0, 0&amp;#41;, false&amp;#41;&amp;#59;&lt;br /&gt;map.Draw&amp;#40;ScreenManager.mainGame.mapDisplayDevice, Camera2, new Location&amp;#40;400, 0&amp;#41;, false&amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;When I run the game, the first Draw method draws just fine in the first viewport, but the other viewport draws nothing. It&amp;#39;s just black.&lt;br /&gt;&lt;br /&gt;More interestingly, when I add this code&amp;#58;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;private void OnAfterLayerDraw&amp;#40;object sender, LayerEventArgs layerEventArgs&amp;#41;&lt;br /&gt;        &amp;#123;&lt;br /&gt;            SpriteBatch spriteBatch &amp;#61; ScreenManager.mainGame.mapDisplayDevice.SpriteBatchAlpha&amp;#59;&lt;br /&gt;&lt;br /&gt;            if &amp;#40;visible&amp;#41;&lt;br /&gt;            &amp;#123;&lt;br /&gt;                spriteBatch.End&amp;#40;&amp;#41;&amp;#59;&lt;br /&gt;                spriteBatch.Begin&amp;#40;SpriteSortMode.BackToFront, BlendState.AlphaBlend&amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;                foreach &amp;#40;GameObject entity in entities.ToList&amp;#40;&amp;#41;&amp;#41;&lt;br /&gt;                &amp;#123;&lt;br /&gt;                    entity.Draw&amp;#40;spriteBatch, new Vector2&amp;#40;Camera1.X, Camera1.Y&amp;#41;&amp;#41;&amp;#59;&lt;br /&gt;                &amp;#125;&lt;br /&gt;&lt;br /&gt;                spriteBatch.End&amp;#40;&amp;#41;&amp;#59;&lt;br /&gt;                spriteBatch.Begin&amp;#40;SpriteSortMode.Deferred, BlendState.AlphaBlend&amp;#41;&amp;#59;&lt;br /&gt;            &amp;#125;&lt;br /&gt;        &amp;#125;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&amp;#40;being as I have Camera1 hard coded for the entity.Draw&amp;#40;&amp;#41; method, it&amp;#39;ll draw objects in the same position for both viewports&amp;#41; it draws the entities in both viewports, but the second viewport still doesn&amp;#39;t draw the map. Entities still respond to collision&lt;br /&gt; detection, as well. So it&amp;#39;s like, the map logic is there... but not being drawn. Not sure what I&amp;#39;m doing wrong&amp;#63;&lt;br /&gt;</description><author>colinvella</author><pubDate>Wed, 12 Sep 2012 12:42:55 GMT</pubDate><guid isPermaLink="false">Created Issue: Map won't draw to second viewport? [15604] 20120912124255P</guid></item><item><title>Closed Issue: Creating layers with the same name [15531]</title><link>http://tide.codeplex.com/workitem/15531</link><description>When create a layer with a layer name that already exists, an error message appears, but the exception is &amp;#34;The specified Id is already used by another Layer&amp;#34; is not handled and throw above.&lt;br /&gt;Comments: &lt;p&gt;Fixed - to be released in tIDE v2.0.6&lt;/p&gt;</description><author>colinvella</author><pubDate>Thu, 06 Sep 2012 13:28:01 GMT</pubDate><guid isPermaLink="false">Closed Issue: Creating layers with the same name [15531] 20120906012801P</guid></item><item><title>Closed Feature: Unsaved Changes dialog [15534]</title><link>http://tide.codeplex.com/workitem/15534</link><description>When we try to close the window if we have unsaved changes, i want to see a standard dialog with buttons&amp;#58; Save, Do not Save, Cancel &amp;#40;Yes, No, Cancel&amp;#41;.&lt;br /&gt;Comments: &lt;p&gt;&lt;/p&gt;</description><author>colinvella</author><pubDate>Tue, 04 Sep 2012 13:18:54 GMT</pubDate><guid isPermaLink="false">Closed Feature: Unsaved Changes dialog [15534] 20120904011854P</guid></item><item><title>Commented Feature: Unsaved Changes dialog [15534]</title><link>http://tide.codeplex.com/workitem/15534</link><description>When we try to close the window if we have unsaved changes, i want to see a standard dialog with buttons&amp;#58; Save, Do not Save, Cancel &amp;#40;Yes, No, Cancel&amp;#41;.&lt;br /&gt;Comments: ** Comment from web user: colinvella ** &lt;p&gt;Will be included in v2.0.6&lt;/p&gt;</description><author>colinvella</author><pubDate>Tue, 04 Sep 2012 13:18:44 GMT</pubDate><guid isPermaLink="false">Commented Feature: Unsaved Changes dialog [15534] 20120904011844P</guid></item><item><title>Created Issue: Unsaved Changes dialog [15534]</title><link>http://tide.codeplex.com/workitem/15534</link><description>When we try to close the window if we have unsaved changes, i want to see a standard dialog with buttons&amp;#58; Save, Do not Save, Cancel &amp;#40;Yes, No, Cancel&amp;#41;.&lt;br /&gt;</description><author>EqKeeper</author><pubDate>Wed, 22 Aug 2012 21:35:27 GMT</pubDate><guid isPermaLink="false">Created Issue: Unsaved Changes dialog [15534] 20120822093527P</guid></item><item><title>Created Issue: Tools and Brushes [15533]</title><link>http://tide.codeplex.com/workitem/15533</link><description>1&amp;#41; Mode &amp;#34;Lay tiles sampled from a selected region&amp;#34; does not work.&lt;br /&gt;2&amp;#41; If the tool is not available at a given time, it is better to do it with the button is not active.&lt;br /&gt;2&amp;#41; After clicking on the tile in mode &amp;#34;Pick tiles from the map&amp;#34;, switch to &amp;#34;Lay individual tiles&amp;#34;, or leave the selection mode of tiles, not drawing.&lt;br /&gt;3&amp;#41; Mode &amp;#34;Lay a block of tiles&amp;#34; is not needed. It can be automatically determined by the way how much tiles is selected in the Tile Picker.&lt;br /&gt;4&amp;#41; Who is fashion for a hefty Ribbon and just a huge icon. Perhaps this is a dangerous extreme. But 16x16 with a resolution of 1920x1080 - it is very small. I propose to increase the icons on the panel to 24x24, and on the toolbar - up to 32x32 &amp;#40;or allow the user to choose the size&amp;#41;.&lt;br /&gt;5&amp;#41; Saved custom brush is very inconvenient to choose from a small drop-down list. I would like to see them on a separate panel with scrolling. For example, an analog TilePicker window.&lt;br /&gt;</description><author>EqKeeper</author><pubDate>Wed, 22 Aug 2012 21:32:09 GMT</pubDate><guid isPermaLink="false">Created Issue: Tools and Brushes [15533] 20120822093209P</guid></item><item><title>Created Issue: Visualization [15532]</title><link>http://tide.codeplex.com/workitem/15532</link><description>1&amp;#41; If you change the viewing area on the &amp;#34;Scale to Window&amp;#34;, the changes take effect only after changing the size or position of the editor.&lt;br /&gt;2&amp;#41; When you move a window is the mass of events, slow you down, attention-grabbing and just annoying &amp;#40;like rebuilding toolbars - why&amp;#63;&amp;#41;&lt;br /&gt;3&amp;#41; In the TilePicker &amp;#40;mode Lay a block of tiles guaranteed&amp;#41; bugs&amp;#58; there are black lines on the border tiles. Highlighted only one tile.&lt;br /&gt;4&amp;#41; There is still a brush &amp;#34;is late&amp;#34; for the cursor that rapid drawing causes irritation and error.&lt;br /&gt;&lt;br /&gt;Perhaps, much rests on the WinForms. If the author is interested in this project, I propose to rewrite it on a new engine &amp;#40;Qt &amp;#47; Metro &amp;#47; HTML 5 &amp;#47; WPF&amp;#41; allows for more flexible and convenient to set up their controls and providing effective tools for image rendering.&lt;br /&gt;</description><author>EqKeeper</author><pubDate>Wed, 22 Aug 2012 21:18:39 GMT</pubDate><guid isPermaLink="false">Created Issue: Visualization [15532] 20120822091839P</guid></item></channel></rss>