diff --git a/MLEM.Data/DataTextureAtlas.cs b/MLEM.Data/DataTextureAtlas.cs
index e67bd54..2bac052 100644
--- a/MLEM.Data/DataTextureAtlas.cs
+++ b/MLEM.Data/DataTextureAtlas.cs
@@ -31,7 +31,7 @@ namespace MLEM.Data {
///
///
/// To see a Data Texture Atlas in action, you can check out the sandbox project: https://github.com/Ellpeck/MLEM/blob/main/Sandbox/Content/Textures/Furniture.atlas.
- /// Additionally, if you are using Aseprite, there is a script to automatically populate it: https://github.com/Ellpeck/MLEM/blob/main/Utilities/Populate%20Data%20Texture%20Atlas.lua.
+ /// Additionally, if you are using Aseprite, there is a script to automatically populate it: https://gist.github.com/Ellpeck/e597c1412465c10f41a42050ec117ea2.
///
public class DataTextureAtlas {
diff --git a/Utilities/GetSupportedCharacters.py b/Utilities/GetSupportedCharacters.py
deleted file mode 100644
index d93e259..0000000
--- a/Utilities/GetSupportedCharacters.py
+++ /dev/null
@@ -1,45 +0,0 @@
-"""
-This script prints out a xml element that contains efficiently calculated regions for
-all of the font's supported unicode characters. Pass the font file (not the spritefont xml) as an argument.
-This script requires FontTools. Install using: pip install fonttools
-"""
-
-""" The amount of characters that can be missing in a sequence to still put them in one region """
-leeway = 0
-
-from fontTools.ttLib import TTFont
-from sys import argv
-
-
-def print_region(start, end):
- print(f" ")
- print(f" {start};")
- print(f" {end};")
- print(f" ")
-
-
-# get all supported characters and sort them
-ttf = TTFont(argv[1])
-chars = list(set(y[0] for x in ttf["cmap"].tables for y in x.cmap.items()))
-chars.sort()
-ttf.close()
-
-# split them into regions based on the leeway
-start = -1
-last = 0
-total = 0
-print("")
-for char in chars:
- if char - last > leeway + 1:
- if start != -1:
- print_region(start, last)
- total += last - start + 1
- start = char
- last = char
-# print the remaining region
-print_region(start, last)
-total += last - start + 1
-print("")
-
-print(f"The font contains {len(chars)} characters")
-print(f"The spritefont will contain {total} characters")
\ No newline at end of file
diff --git a/Utilities/Populate Data Texture Atlas.lua b/Utilities/Populate Data Texture Atlas.lua
deleted file mode 100644
index b207139..0000000
--- a/Utilities/Populate Data Texture Atlas.lua
+++ /dev/null
@@ -1,41 +0,0 @@
--- This is a lua script for Aseprite that allows automatically populating a MLEM.Data Data Texture Atlas.
--- To use this script, you need to select a rectangular area that should be your texture region.
--- If you want a custom pivot point, you also need to un-select exactly one pixel, the pivot point.
--- When you then execute the script and input the name of the texture region, it gets appended to the "SpriteName.atlas" file.
-
--- get the currently selected sprite
-local selection = app.activeSprite.selection
-if selection == nil then return end
-local bounds = selection.bounds
-
-local loc = "loc "..bounds.x.." "..bounds.y.." "..bounds.width.." "..bounds.height.."\n"
-local piv = ""
-
--- find the pivot point, which should be the only de-selected pixel in the selection
-for x = bounds.x, bounds.x + bounds.width - 1 do
- for y = bounds.y, bounds.y + bounds.height - 1 do
- if not selection:contains(x, y) then
- piv = "piv "..x.." "..y.."\n"
- goto foundPivot
- end
- end
-end
-::foundPivot::
-
--- open the name dialog
-local dialog = Dialog("Populate Data Texture Atlas")
- :entry{ id = "name", label = "Region Name", focus = true }
- :button{ id = "ok", text="&OK" }
- :button{ text = "&Cancel" }
-dialog:show()
-
-local data = dialog.data
-if not data.ok then return end
-local name = data.name
-
--- get the atlas file and write the data to it
-local spriteFile = app.activeSprite.filename
-local atlas = spriteFile:match("(.+)%..+")..".atlas"
-local file = io.open(atlas, "a")
-file:write("\n"..name.."\n"..loc..piv)
-file:close()
\ No newline at end of file