- Re-enabled script processing in Level Editor (now spawn animations should be changed properly according to perform attack / change animation commands). There is also a new option to disable it manually, in case it causes issues @dantedevil
- Also there are some minor fixes and updates in this version that were done months ago and never ended up in a release. Refer to last requests on the main thread.
- The "sticky files" feature (upper right corner) has also been reworked since last release
Fixed bug when having multiple platforms in same entity animation @maxman
- Fixed dependency bug for "E" key in animation editor
- Added first version of undo/redo buttons in animation editor. WARNING : I wouldn't rely on this at this stage, it's an early draft that I plugged in very fast. From my testings, it should work alright if you want to go back to state "n-1" (single undo) or state "n+1" (single redo after undo). Going back and forth more than that seems to be unreliable at this stage.
@bWWd
Animation editor :
- When Ctrl key is pressed, drawing a rectangle with mouse will directly draw an attack box
- When Shift key is pressed, drawing a rectangle with mouse will directly draw a body box
- When drawing a rectangle with right mouse button, it will draw a box with the previously used type (between attack, body and range)
- When using mouse wheel while Ctrl key is held, it will change frames instead of zoom/unzoom
Local shortcut (work only when widget has focus) :
- O : will set the mode to "offset" mode
- E : will call @bWWd script to extract body box from image
Minor bug fix when a comment was on the right of an attack line @maxman
Changed internal bbox z ignored/"null" value to "-100000", which will prevent a bug where new bbox previously pulled z values from the form spinners.
- Fixed this bug @O Ilusionista
- Save icon in main editor (the one next to undo and redo buttons) will now indicate if current file is saved or not. There was already a save indicator in the left panel, but this one is useful when you have lots of files opened and still want to see a save indicator no matter what (without having to scroll the left panel to check)
- Advanced backup system is now fully background threaded so it won't slow down the saving process. Before the advanced backup was done in the main GUI process so its operations could cause a bit of lag/freeze when the backup database was big.
- Added an option "Null collision reuse original format". When enabled, the animation editor will try to reconstruct empty collision (attack 0, attack none, bbox 0 0 0 0, and so on) with the original format that was set if data is still empty. It's enabled by default.
- In "Edit -> Settings > Misc", added a field "Null collision format". This is the default values for new empty collisions lines (or for new and old empty collisions lines when option mentioned above is disabled). It defaults to "none". So for example, if you want your default new collision to be like "bbox 0 0 0 0" or "attack 0 0 0 0", then just put "0 0 0 0" in this field.
@Kratus Probably a good workaround for you
- Level Editor : fixed a bug where "at" was loaded as 0 in right form @O Ilusionista
- Entity Editor : fixed a bug where platform polygon would get disconnected and no longer triggered updates in animation text @bWWd
- Projects : fixed a bug where CMT would always ask "legacy" question for project using local settings.ini instead of global