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
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
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 )
...
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
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
bb3937d40a
New feature: dialogs with pictures can animate
2025-03-05 19:27:10 -05:00
9b05c23d15
Rework parentage and naming of dialog controls.
...
All controls now store a reference to their direct parent,
whether it be the dialog itself or a container control.
Every dialog control now has a guaranteed parent, which abstracts away
the three possible types of parents (dialog, container, and plain window).
The control name is now stored in the control from the moment it is parsed from the XML.
This means that it's set before the parseContent function, though after parseAttribute.
2025-03-02 19:13:01 -05:00
7cd48a44ee
remove -> void where unnecessary
2025-03-02 01:15:53 -05:00
03b9bf5abf
Confirm before debug-switching scenario
2025-03-02 01:15:53 -05:00
92f698cc57
Debug actions to quick-launch core scenarios
2025-03-02 01:15:53 -05:00
1d63e76c26
More buttons for debug help window
2025-03-02 01:15:53 -05:00
068e87ea39
Debug enter town: Move outdoor location. Fix #664
2025-03-02 01:15:53 -05:00
a7ba60a6d5
Allow limited debug mode in startup menu
2025-03-02 01:15:53 -05:00
f464526d0d
preview_dialog_xml don't try to load empty filename
2025-03-02 01:15:53 -05:00
ad43e8ab81
Draw item scrollbar in boom_space. Fix #650
2025-03-02 01:13:53 -05:00
8973618dff
Wait action: always print to buffer when can't
2025-03-02 01:13:30 -05:00
91f28d3c9d
Fix menubar alchemy clicking 'Ask About' in talk mode
2025-03-02 01:13:30 -05:00
9dfc9e7287
DRY a frequently used buffer string
2025-03-02 01:13:30 -05:00
0afed5db59
A feature flag denotes whether a scenario uses the new or old format for its metadata. With the old format (legacy scenarios and openBoE scenarios created prior to this PR) everything displays in the scenario picker as before, and scenario designers get 2 text fields to display however they want, and 2 text fields that are pretty much useless.
...
With the new format, Author and Contact info are formatted onto the first line in the scenario picker display. The scenario designer gets 1 line to write a teaser.
Fix #593
Also fix a bug where scenario ratings were appearing as integers ingame instead of the correct "G", "PG", etc.
2025-03-02 01:09:03 -05:00
06abd20f8f
make 'i' show inventory
2025-02-27 08:55:56 -05:00
a862c362fb
Switch debug keys for clearing souls
2025-02-27 08:55:56 -05:00
04183c7fbe
Fix summoning exported monsters
2025-02-27 08:55:56 -05:00
bbddbefa99
Debug action: clear trapped souls
2025-02-27 08:55:56 -05:00
f2869494bb
Buffer message when no souls for simulacrum
2025-02-27 08:55:56 -05:00
36a9c237d7
fix pick buttons in simulacrum menu
2025-02-27 08:55:56 -05:00
b200dc2e20
Fix special item Use button
2025-02-23 21:04:32 -05:00
ca8da469e1
Debug give item: try give to active PC. Fix #635
2025-02-23 19:19:42 -05:00
c7ec0e3a85
Debug action: fill active PC's inventory
2025-02-23 19:19:42 -05:00
23adcac665
Debug mode: infinite PC turns
2025-02-23 19:19:42 -05:00
756324ad05
Exclude more invalid indices from damage_target
2025-02-23 19:11:30 -05:00
b505dc5852
Don't double-adjust boom text pos. Fix #127
2025-02-23 19:11:30 -05:00
942442ab26
Refactor: use damage_target() to remove repetitive if-else
2025-02-23 19:11:30 -05:00
3689adcc12
Fix text bar flicker. Fix #602
2025-02-23 19:09:53 -05:00
f92e7abe56
Only redraw textbar when text changes
2025-02-23 19:09:53 -05:00
d4675ed4c7
Refactor text-bar text calculation
2025-02-23 19:09:53 -05:00
6ff155434c
don't access uninitialized sf::Event
2025-02-23 15:09:32 -06:00
32e644b9f5
some actions shouldn't be recorded in every context
2025-02-23 15:09:32 -06:00