The crypto "library" only consists of a single function at the
moment because that's all that users have asked for so far. It is
also highly experimental. We will make an attempt to keep the public
interface (i.e. the interface provided by Library_Crypto.c) stable,
but it might still change if necessary. The internal interface
(provided via the global _Crypto proplist) is not for public
consumption and will probably change at some point.
In Tower of Despair, the scenario saves per-room progress in the
player files. Players win individual rooms, but never the whole
scenario. Consequently, they currently have to give up to make sure
they don't lose their progress. This is not intuitive at all. With the
new flag enabled, players will be saved even if the scenario is aborted.
Pressing Ctrl+S while on the Credits screen will save everything to
Credits.txt in the current working directory. This is only meant for
developers modifying the credits; the shortcut isn't mentioned anywhere.
The values from the enums are converted to numbers a lot, so using an enum class would be counter-productive.
Having 'left' in the global namespace appeared to be an actual problem with some Qt headers, according to Fulgen.
- Allow configuring keyboard keys with modifier keys
- Allow using Alt as a key in game on linux
(I'm still puzzled why only Ctrl and Shift where implemented in so many places)
- Adjust the deserializer and PlayerControls.txt to match the serializer for mouse keys
- Refactor C4PlayerControl::DoMouseInput a little bit
- Try to fix the Mac build (attempt 1)
- Fix a bug in C4KeyCodeEx::CompileFunc where it set an incorrect KeyComboItem::sKeyName
- Fix(?) StdCompilerConfigRead not doing anything on NoSeparator
var a = {B=1}; var b = new a {B=1}; would include "B" twice in the list of properties.
This lead to an actual issue when calculating component value for repairing buildings
While saving the landscape, solid masks are temporarily removed. This
did not work for half solid masks, resulting in permanent solid masks
after restoring the save game.
Most scancodes are two hex digits long, e.g. "$24" (J). However, there
are also a couple keys like Backspace ("$e") and Escape ("$1") with a
single-digit scancode. These previously weren't restored correctly.
This does not change behavior at all, as nil-objects were later ignored in the check. Now the check is not even executed.
This does make it more likely that refactoring will keep the ignoring behaviour in place, though.
Loosely related to PR #61 - has nothing to do with the solution, though.
The previous behaviour of only checking the background broke existing
maps and triggered some (performance?) bug in the mass mover. It is
still available by setting AutoScanSideOpen=2, for symmetry with
Top/BottomOpen.