Fixed the issues : ChronoCrash Modders Tools @O Ilusionista
- changed the default color of comment in Dark mode
- added second color for comments with double ##
- also now font in editor defaults to bold. As a lot of you use dark theme, I figured it was a good thing to make the font bold by default to make the text a lot more readable.
- if you don't like it, you can disable this option by clicking on the "Bold" button in the main text editor.
- also code is now automatically included in uploads made here, in "code" folder @msmalik681
Fixed a severe bug : while in level editor or entity editor, and closing current file (Ctrl + W or right click close in file browser), all the data of the closed entity/level was kept in memory and transferred to the new current file (the next opened file in stack) on the next update event. It didn't save the file on the disk, just changed it's current unsaved content in editor. But if you saved the file, then yeah it would overwrite it with the wrong content.
Now every time you close the current file while you were in entity/level editor, it will automatically revert to text editor to prevent this bug. That way the entity/level editor can't trigger an update on the wrong file.
@O Ilusionista hopefully that was it. If you remember using Ctrl + W or closing file/folder with right click mouse before having this bug, then that's probably it. So it turns out it had nothing to do with the switch project function, just with closing files while in entity/level editors.
While testing the app on Windows to see if the bug Ilu mentioned is specific to Windows, I noticed some icons were missing. Especially the icon that indicates a file is unsaved. So now those icons will be properly displayed in Windows.
Also as Windows uses both '/' and '\' as path separator (...), sometimes the same file could be opened twice in CMT if one separator was different in the path used. Now CMT will load libraries entities and levels using '/' only.
Recently I added a feature to force empty lines between animations. In this revision I changed three things related to this feature :
- Sometimes it added two empty lines instead of one, now it will always add only one.
- It added empty line at the end of file, even if it was not necessary as there was no animation after that. Now it doesn't do that.
- Also if you still have issues with this feature, you can disable it altogether by unchecking "Options" -> "Force empty lines between animations" @Kratus
Added a little tool to preview pixel fonts in "Tools" -> "Font preview" @bWWd @O Ilusionista
Level Editor :
- added initial support for HUD viewer/editor @bWWd
Right now it's extremely limited and will just show lifebars (green) and playernames (with font.gif).
But in future versions (when I'll have more time to dive into this) a lot more properties will be supported, and more importantly, you'll be able to move every HUD object and save their position.
-added "type" property in Wall properties form @O Ilusionista
Switching project will no longer cause session (opened files) to be reloaded. It was not supposed to be reloaded, and I suspect this is what caused the issues mentioned here and here by @O Ilusionista
The issues reported might not be only related to this (as I could never reproduce and test these issues on my end), but again I suspect that was the source.
If the issue happens again with the new update, let me know.
While in "Animation" editor, the app will now prevent you from renaming an animation if the new animation name is already taken. In "Animation" editor, as soon as you write an animation name that is already taken, the app will instantly add "_ALREADY_USED" after the name of the animation. This is done to prevent unwanted overwriting of animations, as animation editor is filled with update triggers, and allowing two animations with same name at the same time could be dangerous.
Also now as soon as you rename an animation in "Animation" editor, the whole file is seamlessly transcribed and reloaded so that it becomes possible to safely create an animation with the old animation name. The seamless reload basically free the names that were taken but that no longer are after the renaming. @O Ilusionista