Added option "Double click to load element in list" to make it consistent across all widgets whether a single click or a double click will trigger loading the selected element. By default it's disabled, which means a single click will suffice to load element in list.
Added start up prompt to let user choose if he wants to load last session (list of opened files last time) or create a new session.
In animation editor, you can no longer write a line starting with anim after the first line. As soon as you write "anim" at the beginning of a line and it's not the first line, it will be automatically commented. That way when copy-pasting an animation (with its name) in another animation, the "anim" line of the pasted animation will be automatically commented, and will not trigger code related to animation checking. @O Ilusionista
You can now change frames with arrow keys when focus in on frame selector @Kratus
Dark theme : main editor search colors fixed @O Ilusionista
Added option "Main editor - anim selector on left side" to put new anim selector to left side instead of right @bWWd
Fixed major bug where if you loaded a file from session (opened files list), made changes on it without saving, and then loaded this file from library list (the one with all entities, not opened files list), it would actually reload the file and erase your changes. Now the two lists (library and open files) are more tightly linked so that it doesn't happen anymore. @O Ilusionista
Minimum height of window was quite high due to left vertical tabs margin, especially in dark theme, making the window unable to properly go in full screen on smaller screens (height < 800 pixels). Now it's fixed and the window should be able to properly go full screen even if height is as small as 600px @maxman
In animation editor, added a button "Disable box border" (above the sprite) to disable the black outer border of body boxes, attack boxes, and range boxes. You can toggle in on/off by pressing the button. Without this outer border there will be no ambiguity where the box boundaries start/end @Kratus
In main editor, when an entity file is loaded, there is now a right side panel that lists all animations (same as in entity/anim editor).
This side bar lets you scroll instantly to the portion of the text that corresponds to selected animation. @bWWd
Same as in entity/anim editor, you can filter the anim list using "F3" key or the search widget at the top of the panel.
"Tools" -> "Convert Mugen character" was not working on Windows. Now it does. @maxman
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.