50637d3ddd
Use an editable string picker for job boards when editing quests or dialogue nodes
2025-03-08 20:05:12 -05:00
6e94d23e05
Add pickers to a bunch of dialogue nodes that didn't have them.
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This also includes something similar to the special node button dictionary for dialogue nodes.
2025-03-08 20:05:12 -05:00
b546f9c5e5
Omit the Create New String option for sign and area rect strings, as creating one here would leave it orphaned
2025-03-08 20:05:12 -05:00
a1bc923de8
Remove the Edit Saved Item Rectangles menu item in favour of a toolbar button.
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The limit of 3 saved item rectangles has been removed - you can now add as many as you want.
However, the 1 per town limit is now strictly enforced.
The saved item rectangle is now shown with a cyan border when editing town.
2025-03-08 20:05:12 -05:00
c60d151ed3
If autosave prefs open before autosave check, use default
2025-03-07 08:43:20 -05:00
568b5dbe65
file picker display when a file is corrupt
2025-03-07 08:43:19 -05:00
723ea965e1
allow party loading to fail silently when not manual
2025-03-07 08:43:19 -05:00
1cf3a19b40
reorg autosave prefs
2025-03-07 08:43:19 -05:00
531384844e
Better function name for cStack changeSelectedPage()
2025-03-07 08:43:19 -05:00
a4516883d0
allow different autosave defaults per-trigger. Eating: false
2025-03-07 08:43:18 -05:00
e7bd02824e
Long town wait: don't autosave eating
2025-03-07 08:43:18 -05:00
b7a647c489
record and replay fake fancy file picker
2025-03-07 08:43:18 -05:00
d54c61f982
Autosave preferences
2025-03-07 08:43:17 -05:00
dad1342cab
eating don't trigger autosave while resting
2025-03-07 08:43:16 -05:00
27e76e5ffb
preference to still use OS file browser
2025-03-07 08:43:16 -05:00
18294b4f1b
make fancy file picker function game-specific
2025-03-07 08:43:16 -05:00
5bc1643be7
Do autosaves
2025-03-07 08:43:15 -05:00
53de92c932
autosave loading
2025-03-07 08:43:15 -05:00
2396637d23
Implement file picker load/save normal
2025-03-07 08:43:09 -05:00
f9695887ec
hidden controls don't handleClick()
2025-03-07 08:31:36 -05:00
da55e6f65d
Function to get files in folder sorted by mtime
2025-03-07 08:31:36 -05:00
d29093fcd8
Make cStack page forward/backward a member function
2025-03-07 08:31:36 -05:00
6c1e831e8e
DRY getting location string
2025-03-07 08:31:36 -05:00
dbb4cb3797
Save picker XML
2025-03-07 08:31:35 -05:00
cabec65cdf
xml schema allow anchors in containers
2025-03-07 08:31:35 -05:00
206f5936cb
Creating render textures is expensive - reuse the same one for all text size calculations.
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This dramatically speeds up the unit tests that test every dialog.
Addresses #678 but not sure if this covers every possible case.
2025-03-07 00:59:23 -05:00
4ebb8e890c
Make target-lock a feature flag
2025-03-06 21:35:48 -05:00
3e10e2923b
Move camera to show the most possible targets in range
2025-03-06 21:35:48 -05:00
c9f79ba071
preferences add led for target-lock feature
2025-03-06 21:35:48 -05:00
9ca2f05c0b
Don't display 'no item' response if another PC can shop. ( #679 )
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These are the rules:
- If the active PC gets an empty shop, iterate from the first to last PC until finding someone who can see a shop item
- If none can shop, show the 'no item' response
- When the active PC buys something, if this clears out the shop, iterate from the first to last PC until finding someone who can see a shop item
- if none can see an item, stay on the empty shop of the PC that was active when the last item was bought.
- When shopping ends, if the shop interface was the last thing to change the player's active PC, it puts it back how it was.
Fix #669
2025-03-06 21:26:25 -05:00
14c36ed5a8
Debug action: crash the game
2025-03-06 21:24:07 -05:00
4cc6d7efb9
On catching fatal error, prompt to save the log and report
2025-03-06 21:24:07 -05:00
823fb8904d
Set scale-aware text size when initializing the object
2025-03-06 21:23:57 -05:00
5696b97491
Fix Scenario Details
2025-03-06 20:17:23 -05:00
7dd2dd9d2e
add confirmed credits names
2025-03-06 19:43:10 -05:00
Nathan R
598fd4836a
Fixed up: Move file-static RenderWindow and RenderTexture instances inside functions to fix GL race condition on startup ( #682 )
2025-03-06 19:40:40 -05:00
cf736d1835
animate fake damage only allow static booms
2025-03-05 19:27:10 -05:00
434577426e
Make -2 the magic infinite loops value
2025-03-05 19:27:10 -05:00
bb3937d40a
New feature: dialogs with pictures can animate
2025-03-05 19:27:10 -05:00
0db2dc056d
Add labels for animation spec node fields
2025-03-05 19:27:10 -05:00
7ceeb51c50
allow choosing animated booms in pict dlg
2025-03-05 19:27:10 -05:00
9b4af4e69c
Let individual dialogs toggle pict animations
2025-03-05 19:27:10 -05:00
d93facc056
cPict support a limited number of animation loops
2025-03-05 19:27:10 -05:00
c32a6662cb
delete TODO
2025-03-05 19:25:07 -05:00
df215d32f4
Clarify why the comment is there
2025-03-05 19:25:07 -05:00
f091d464d4
Add out-of-bounds check to get_sdf_name()
2025-03-05 19:25:07 -05:00
a6d5e29444
Add TOC element for SDFs. Fix #675
2025-03-05 19:25:07 -05:00
7cd2863f95
update SDF documentation for new semantics
2025-03-05 19:25:07 -05:00
90d5e1b778
use nested map for SDF names to save stack space.
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Update semantics of the SDF array to (row, column) form to match
the picker space
Fix #674
2025-03-05 19:25:07 -05:00
3d48cb14e7
Add an SDF picker for selecting a stuff done flag and optionally giving it a name.
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In effect, this is a combination of two of the previous pickers:
the location picker, and the editable string picker.
This required quite a significant rework of how the tilemap places its children.
Currently it's only used in special node editing.
I plan to add its use in many other places too though.
2025-03-02 19:13:01 -05:00