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Preview
ծ‹›⧘⧙⧚⧛⦚
, in max slant (‹›
is not changed)This PR mainly tries to address the problem of mask-based composition of line segments, which has these little spikes when slanted:
The changes aren't really applicable to the guillemets, which probably needs some special treatment. (Might open a separate issue for this)
sharp-corner
, which simulates a "corner" biknot by calculating the intersection of the stroke edges of 2 straight lines intersecting at some reference point.flat/curl
)heading
vector)spiro-outline
anddispiro
, but it will further complicate the code.Polyline
andClosedPolyline
, which returns a list of knots to draw a polyline and polygonal stroke.ClosedPolyline
is currently not used but is tested to be functional.HZigzag
andVZigzag
to:
)
)ծ
so that the sharp bend is a bit cleaner in both code and the resulting geometry.
, which previously used 2 extra strokes to extend the zigzag.
, which finally usesHZigzag
VZigzag
in a relatively clean way.
) into its own modulepictograph/geometric.ptl
.game-sprite
->geometric
split at that time. So this character is just gone in the current version. Whoops...