Fixing text buffer texture/font corruption (#479)
* #479 demonstrates that the contents of the text buffer are NOT irrelevant for reproducing bugs. So I set up recording/replay for the burma shave easter egg. This also makes an easy way to mess with the buffer state when debugging (just mash &/\*/&/\*/&/\* n times)
* When a replay throws an error, it puts up a showError() dialog. If the next action is a control_click, the system will try to click that control on the error dialog--which is totally divergent from the replay's intended behavior. So we should just stop replaying when an error happens.
* If you have a long replay and want to run it very fast, but then slow down when you get to the sequence that reproduces your bug, now you can add a `<change_fps>` to your replay to achieve that.
* Fixes for the 2 legacy replay errors that I opened recently
Fix#479Fix#532Fix#533
A way to set this flag is not yet exposed in the scenario editor.
The flag is intended only for non-stackable items, but this currently isn't enforced.
Items now have a maximum number of charges, which is equal to their default number set in the item record.
Enchanted items with charges are now rechargeable.
* fix a link flag
* another hack to find weirdly named libraries
* Fix handling VCRedistInstall.exe
* add src folders to win-scons include paths
* use path.join
* more weird library suffixes
* fix old python syntax in an SConscript file
* find vcpkg libraries and headers
* add icon dir to windows include paths
* remove non-recursive os.listdir line
* remove bad lib paths
* tools build with env["bits"]
* hard-code vcvarsall.bat path, with a note
* pass in other lib paths
* fix syntax without trying to use f-strings
* more bundled libs on windows
* add bin folders for windows installation to find dlls
* fix CheckLib stuff
* test scons pass X86 correctly
* make 64-bit builds the default for scons
* add package flag for building installers
This should avoid any format inconsistencies, like missing newlines and the like.
Although a basic save and load works, there may still be some issues with the format.
This probably renders older saved games incompatible.
The format is mostly the same, but there are a few small changes
in the name of making the format more uniform.
After further experimentation, the previous template-heavy design
turned out to cause issues with compilation.
Thus, it has now been replaced with a simpler, dumber implementation
that pushes more of the logic into the caller.
- Use a custom prefix system for tagfiles - f for a file, p for a page, t for a tag
- Add a hex tag that reads and writes a number as hex
- Ensure booleans are always read and written as alpha