This is a tool for players to record their [Pigment Laboratory](https://atitd.wiki/tale10/Pigment_Laboratory)
ingredient reactions in [A Tale in the Desert](http://www.atitd.com/).
### Latest Releases
You can find the latest releases at https://desert-paint-lab.malkyne.org/
You can find the latest releases at <https://desert-paint-lab.malkyne.org/>
### Features
* Scans your screen for the Pigment Lab reaction values, without any math, measuring, or manual number entry.
* Warns you when a reaction clipped outside of readable range.
* Supports multiple character profiles.
* Can export to [PracticalPaint](http://www.atitd.org/wiki/tale7/File:PracticalPaint.Zip) data format.
* Includes simulator for experimenting with recipes without spending ingredients.
* Includes a recipe generator
## Tale 11
* Updated for UI changes that were preventing detection of colors clipping above the maximum red/green/blue.
## Tale 10
* Desert Paint Lab is now Desert Paint Codex, and has a whole new UI, for Tale 10.
* Untested reactions are now kept in a list to the left, so you can immediately see what still needs testing.
* The application is updated for ATITD's new UI.
## Tale 9
* New papyrus texture in interfaces
* Earth Light was replaced by Falcon's Bait mushrooms. Practical Paint still uses the name EarthLight internally, so the data files still use that name here as well.
* macOS is now a 64-bit app. Windows remains 32-bit due to incompatibilities with the UI library.
* macOS build does not support Catalina (is not notarized)
### Known issues
* A batcher installed on a Pigment Lab will prevent finding the right part of the screen with the resulting color.
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@@ -116,33 +116,33 @@ If you are running on a multi-screen sys
### Multiple Displays
When Desert Paint Lab asks for the resolution for a multiple-display setup, enter the combined resolution of all displays. Generally the detected default for this will be correct. For example, two 1920x1080 displays in a side-by-side configuration would be a combined resolution of 3840x1080. In a stacked configuration, they would be 1920x2160.
### Retina / High-Density Screens
High DPI screens may be displaying the game at something other than a 1:1 game-pixel to screen-pixel ratio. These screens didn't exist, back when Desert Paint Lab was created. The current version now prompts you for your screen resolution when it starts to work around this. If you see a crash when trying to capture a reaction, it's likely because the resolution is incorrect. For example, Snoerr's MacBook Pro has a retina screen with a resolution of 2880x1800. Mono (and therefore DesertPaintLab) detects it as having a resolution of 1440x900. He enters his resolution as 2880x1800 and sets the Game pixel width in screen pixels to 2.
## Mac user FAQ
Q: How do I find my native screen resolution?
A: You can find it by opening up "About this Mac" from the Apple menu and clicking on the "Displays" tab. That should show the screen size and resolution to enter.
## Advanced Settings
The settings file has several advanced options that are not available in the interface. Some of these are for debugging, while others are useful for improving the speed of finding the pigment lab interface. The settings file is found in AppData\Local\DesertPaintCodex\settings on Windows, and in ~/.local/share/DesertPaintCodex/settings on macOS.
* _scanarea.min.x_ sets the starting horizontal offset when searching for the pigment lab. This is useful in multi-screen setups to skip any leftmost displays. For example, a dual-screen setup with two side-by-side 3840x2160 displays where the game runs on the right screen would set this to 3840 to bypass scanning the left display.
* _scanarea.min.y_ Like scanarea.min.x, but skips the upper section of display
* _scanarea.max.x_ defines the rightmost edge of the area to scan
* _scanarea.max.y_ defines the bottom edge of the area to scan
* _debug.screenshot_ automatically saves out a screenshot when searching for the pigment lab to help in debugging
* _logging.verbosity_ sets the verbosity of the logging between 0 and 3. The higher the value, the more detail is included in the log file.
## For Developers
This application is written in C#, and it uses the [Avalonia UI Framework](https://avaloniaui.net/). You can learn more about getting set up to use Avalonia [here](https://docs.avaloniaui.net/docs/getting-started/).
## Older Versions
The old [Desert Paint Lab repository](https://repos.malkyne.org/ATITD-Tools/Desert-Paint-Lab) is still publicly available, in case anyone wishes to reference the old code, or tinker with it. However, it will no longer be maintained in any way by Afrah.
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The old [Desert Paint Lab repository](https://repos.malkyne.org/ATITD-Tools/Desert-Paint-Lab) is still publicly available, in case anyone wishes to reference the old code, or tinker with it. However, it will no longer be maintained in any way by Afrah.