If there was a scaling mode value (serialized in the XML as <stretch>
for legacy reasons) that was not 0 or 1 or 2, then the rectangle with
the stretch information would not be initialized by get_stretch_info,
which would lead to a crash, either from dividing by zero (most likely)
or from reading an uninitialized value.
To fix this, when reading <stretch>, normalize it to a sane default if
the value is otherwise bogus. And for good measure, an assertion is
added in get_stretch_info() if the value is still somehow bogus.
Fixes#1155.
This is just a small visual fix to an inconsistency with textbox
colors in simplified scripting. The `reply` command is meant to be
used for the player, and always correctly positions it above the
player, while the `say` command may be used to generate a cyan textbox
that's positioned above a cyan non-player crewmate. However, the color
for both textboxes is always `cyan`, so the `reply` command doesn't use
the (normally identical) `player` color even though all its other
behavior (squeak, position) does. Now that customized textbox colors
were added in 2.4 (#910), it's a shame that this distinction isn't
made between `cyan` and `player`, so this change addresses that (before
we're stuck with levels that change `cyan` but not `player`).
After some discussion about the previous commit, the usecase of
managing tons of basedirs and locking files in the filesystem might
mean it gets annoying to have the language screen show up again
whenever a new language is added, for a small group of people. The
solution to get the best of both worlds is to only re-ask for the
language in the default basedir. This means barely anyone will miss
their language having been newly added (especially since barely anyone
will use any custom basedirs, let alone ONLY custom ones).
Now that two new variants of Spanish have been added, it would be
a shame that many players from Latin-America/Argentina may stay on
Castilian or English because they don't realize the new versions
were added for them. So now, if you've set your language in 2.4.0,
the language screen will show up once more in 2.4.1. This is done by
simply incrementing the lang_set flag to 2 - so that if it's 0 or 1,
your language setting is considered to be possibly outdated.
This shouldn't inconvenience players who don't need to select a new
language - their existing language will still be pre-selected, so they
can just hit ACTION once.
Terry confirms he did the same thing with Dicey Dungeons and says
it's a good idea (and that nobody minds).
This fixes the possibility of the "resize to nearest" graphics option
resizing the game window to be bigger than the resolution of the user's
desktop monitor.
To fix this, just subtract multiples of 320x240 until the chosen
multiple is smaller than the dimensions of the desktop.
Discord user Dzhake discovered this issue.
All of them were changed except for the one in meta.xml. I think it's
safe to assume this is correct, because everywhere else, the same
"Oprime {button} para" pattern always became "Pulsa {button} para" too.
For future PRs, it'll be very nice to have full control over how VVVVVV
gets drawn to the window. This means we can use the entire window size
for things like touch input, drawing borders, or anything we want.
They were missing the latest strings and also still had strings that
had been deleted.
(Whoever commits the upcoming delivery should also sync that version)
This is so they will be updated when switching language with CTRL+F8.
Most of the editor notes are simple text that don't use any string
formatting. For the ones that aren't, some (saving and loading, changing
map size) reference variables that wouldn't change without initiating a
new note anyway. For the others, i.e. the ones that _do_ reference
variables that could easily be changed (tileset name, speed) by
switching the current room, we cache their values and use the cached
values when drawing the note. Unfortunately, this requires adding a
couple of ugly attributes to editorclass, but it'll be fine.