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2547 commits

Author SHA1 Message Date
Dav999
cbdf888a40 Sync new string from #1002 into languages added by #989
These PRs were open in parallel so this simply syncs the language files
back up.
2023-09-20 18:38:16 -07:00
Dav999
5e2e9e7ce8 Update French to near-latest strings (99.9%), fix issues 2023-09-20 16:54:43 -07:00
Dav999
fcf034583b Fix possible title screen from in-game if command-line playtesting
In 8484b36198, I fixed the title screen
showing up if you go to the language screen from in-game, while not
having any language files. There was also one other possible way to get
this to happen that I missed though: if you do have language files, and
you have not set your language yet, and you start a playtest via the
command line (e.g. by using Ved), and you then change the language
from the in-game options. That is now fixed.
2023-09-20 16:20:24 -07:00
Dav999
4ae6c77110 Prevent changing language if a textbox is displayed
I really thought I was going to need to block changing the language
in-game altogether, but activity zone prompts are now fixed and the
only obvious problem I can think of right now is having a dialogue
open, so I just disable the language option if a textbox is displayed.
(like how the map menu only has the save option if a script is running)
2023-09-20 16:20:24 -07:00
Dav999
700aa4aaa0 Make activity zone prompts loc::gettext'ed at display time
The translations for the prompts used to be looked up at creation time
(when the room is loaded or the activity zone is otherwise spawned),
which meant they would persist through changing the language while
in-game. This would look especially weird when the languages you switch
between use different fonts, as the prompt would show up in the old
language in the new language's font.

This problem is now fixed by letting the activity zone block keep
around the English prompt instead of the translated prompt, and letting
the prompt be translated at display time. This fixes a big part of the
reason I was going to disable changing the language while in-game; I
might only need to do it while textboxes are active now! :)
2023-09-20 16:20:24 -07:00
Dav999
fd84922a92 Add warning messages for missing fonts/lang folders
If someone makes a build of the game without copying the correct
folders, their version will have no translations, and display some text
wrong (like credits or button glyphs, or any custom levels that rely on
characters in the fonts being there). So I added a message in the
bottom left corner of the title screen to warn for that.
2023-09-20 16:20:24 -07:00
Dav999
da13f39f5d Fix "no language files found" title screen bug
If you've never set a language before (<lang_set> is not 1), then the
language screen will show up before the title screen. Selecting the
language will then make the title screen show up.

If no language files are present, the old logic for handling this was
to simply show the language screen at startup anyway, and let it
display the error message that language files are missing, as a warning
that the game is not packaged correctly. However, this logic has two
flaws:

- If the user has ever had language files and set a language before
  (in a VVVVVV on that computer), the warning element is gone because
  the language screen is not shown in that case - the game is simply in
  English

- If the user has never set a language before, and then goes to the
  language screen later via the menu, they will be sent to the title
  screen, even if they were in-game. The main menu will also be broken.

The new way is to not show the language screen at startup if language
files are missing, and to change the logic so that you will only be
sent to the title screen if you actually haven't seen the title screen
yet.

I will also add a proper warning that fonts or language files are
missing by adding a message in the bottom left corner (in place of the
MMMMMM installed message).
2023-09-20 16:20:24 -07:00
Dav999
365ac514a6 Sync Polish strings.xml, fix small space issue
strings.xml in Polish didn't yet contain the Steam Deck strings, and a
few limits changes.

Also, "Font: " was translated as "Czcionka:", missing the space. This
is fixed now.
2023-09-20 16:10:16 -07:00
Dav999
c04549541f Apply consistency fix to "FINAL LEVEL MASTERED" in Japanese 2023-09-20 15:58:38 -07:00
Dav999
683f66b4d1 Add Polish language files
One of the last languages for 2.4!
2023-09-20 15:40:50 -07:00
Dav999
b5d13d362f Add edits to Japanese translation by KabanFriends
Japanese is 100% complete now, woo!
2023-09-20 15:29:23 -07:00
Dav999
a78b248aaf Update Turkish translation to near-latest strings (99.9%) 2023-09-20 15:29:23 -07:00
Dav999
74a94ae1a8 Reference both cases for "Complete the game" in code
We had two separate cases for translators for this string (a
"TO UNLOCK:" one and a secret lab trophy one) but I forgot to use
the latter in the code, so both places in the game were using the
former. This is now fixed.
2023-09-20 15:29:23 -07:00
Dav999
f240fc517b Update Italian translation to near-latest strings (99.9%) 2023-09-20 15:29:23 -07:00
Dav999
afc2e72897 Update European Portuguese to near-latest strings (99.9%), fix issues
Also, bumped the limit for "Font: " from 14 to 15, the Portuguese
translation is 15 characters and it just fits...
2023-09-20 15:29:23 -07:00
Dav999
4c4a745c56 Update Ukrainian translation to near-latest strings (99.9%) 2023-09-20 15:29:23 -07:00
Dav999
ce8fdc3bbb Update Esperanto language files 2023-09-20 15:29:23 -07:00
Dav999
adf56bdb93 Update Esperanto and Dutch translations to latest strings (100%)
This includes the Steam Deck editor strings.
2023-09-20 15:29:23 -07:00
Dav999
83eaba5436 Add Traditional Chinese language files
And another new language!

This uses the same font as Simplified Chinese. As such, I changed the
displayed name of the font (in the level editor) from 简体中文 to 中文.
2023-09-20 15:29:23 -07:00
Dav999
52b5b47964 Update Brazilian Portuguese translation to near-latest strings (99.9%) 2023-09-20 15:29:23 -07:00
Dav999
1fd37c3276 Add Japanese language files
Another new language! And this is a very interesting one, since it's
based on Nicalis' translation for 3DS and Switch (with their go-ahead).
Which means I had to convert between two completely different
language file formats, which was some work, but it's totally worth it!

Naturally, there are a lot of missing strings, so a translator will
still need to fill in all the blanks (and maintain the translation for
new strings of course)
2023-09-20 15:29:23 -07:00
Dav999
fb0bae7293 Apply Japanese font edits by KabanFriends
- shifted certain "small" variants of katakanas by 1px (ェ, ュ)
- made the ツ and ヅ 1px taller
2023-09-20 15:29:23 -07:00
Dav999
b2b1e47e72 Add Japanese font (8x12)
The next commit will be the initial commit adding the Japanese
translation, so here's the font!

Specifically, it's k8x12L (2021-05-05), and it can be downloaded (in
non-VVVVVV format) from https://littlelimit.net/k8x12.htm
2023-09-20 15:29:23 -07:00
Dav999
c573eb4866 Update Welsh translation to near-latest strings (99.9%), fix issues 2023-09-20 15:29:23 -07:00
Dav999
63a1380595 Update Spanish to near-latest strings (99.9%), fix activity zones 2023-09-20 15:29:23 -07:00
Dav999
711b2e1bb5 Update Russian translation to near-latest strings (99.9%)
Also, the song names are now subtitled.
2023-09-20 15:29:23 -07:00
Dav999
b45d0d8d9d Update German translation to near-latest strings (99.9%), fix issues 2023-09-20 15:29:23 -07:00
Dav999
a200a762c3 Add Korean language files
New language! This uses the 10x10 font added in the previous commit.

This has some minor changes from the delivered version:
- Synced language files, and thus added max_local attributes
- Removed leftover Catalan strings in strings_plural (and reduced to
  just one form)
- Aligned terminal_finallevel
2023-09-20 15:29:23 -07:00
Dav999
68fd718ef8 Add Korean font (10x10)
The Korean localization has been delivered (next commit), so this
commit adds the font for it! The chosen font is Galmuri 9 (specifically
GalmuriMono9, version v2.38.7). It's licensed OFL, and since I had to
convert it to VVVVVV's bespoke font format and shift characters around,
I think we are now bundling a Modified Version of the font, and it has
to use the same license. Including it as font_ko_license.txt and
clearly indicating that the copyright came from the Original Version
should be more than enough.

This version is a bit more polished than the placeholder one posted on
Discord, namely (non-CJK) characters were shifted to fit into their
10x10 bounds as much as possible, and notably the , and . characters
were shifted 2 pixels to the right.
2023-09-20 15:29:23 -07:00
Dav999
5c05c1af48 Sync language files
This adds the following new strings from #993:
- The level editor is not currently supported on Steam Deck, as it
  requires a keyboard and mouse to use.
- The level editor is not currently supported on this device, as it
  requires a keyboard and mouse to use.

Unfortunately this means most languages won't be quite 100% anymore
for a bit, and updates come in which don't have this string yet.
But at least we can track it really well. In the next couple of
commits, when a language is updated with all new strings except for
these, I'll call them 99.9% instead of 100% (I did not get an actual
percentage).
2023-09-20 15:29:23 -07:00
Dav999
d741b3aa27 Fix double return when pressing Esc in editor font menu
The line that checked if the current menu is the font menu ended up
below the code that returned a menu, so this was an easy fix.

Closes #1017.
2023-09-13 23:58:34 -07:00
Terry Cavanagh
a073597ccf
Merge pull request #1014 from cmcaine/patch-1
Update link to FamilyJules' site
2023-09-10 16:44:30 +01:00
Colin Caine
2b7ce9be28
Update link to FamilyJules'
Their website is dead / parked.
2023-09-10 11:44:53 +01:00
AllyTally
3f69b64a09 Fix yellow lab autotiling
A few autotile entries were missing.
2023-09-09 23:04:47 -07:00
Misa
8de93cb0f4 Axe VSync hint in favor of SDL_RenderSetVSync
Originally, we were using just the hint, but this didn't work well for
toggling VSync (see #831). Then I added SDL_RenderSetVSync to SDL, and
used that instead for toggling, but we were still setting the hint on
game startup.

Now, to keep things consistent, and just to make sure we don't get any
surprising behavior should things change in the future, this makes it so
game startup uses SDL_RenderSetVSync too.
2023-09-09 20:07:55 -07:00
Misa
1bf0d11c9e Fix regression: Linear filter persistence
This fixes #1013 by axing the use of SDL_HINT_RENDER_SCALE_QUALITY and
instead using SDL_SetTextureScaleMode.

The hint is unwieldy to use, and since #923, has resulted in a
regression where starting the game in filtered mode then switching to
nearest results in scaled textures still being filtered.

The proper solution is to use SDL_SetTextureScaleMode on the two
textures that are drawn to the final screen: gameTexture and
tempShakeTexture.
2023-09-09 20:07:49 -07:00
Misa
5467dbe3d8 Remove trailing whitespace in textboxcommsrelay 2023-09-09 19:59:36 -07:00
Ally
811d2bdcf6 Re-add fixed bool
Co-authored-by: Misa Elizabeth Kai <infoteddy@infoteddy.info>
2023-09-09 19:19:57 -07:00
Ally
a72966426b Apply review suggestion from InfoTeddy
Co-authored-by: Misa Elizabeth Kai <infoteddy@infoteddy.info>
2023-09-09 19:19:57 -07:00
AllyTally
bcc302bcc2 Fix bug with destroy(moving)/destroy(disappear)
This commit fixes an obscure bug with `destroy(moving)` and
`destroy(disappear)` where, when looping through entities, the code
doesn't actually check what the entity is before trying to destroy the
block underneath it.

To fix this, we just put the block-destroying code *inside* of the
check, instead of being outside of it.

I also fixed the code style because it was horrible.
2023-09-09 19:19:57 -07:00
AllyTally
5b2fbeb6b4 Fix gravity line edgeguides 2023-09-09 16:34:26 -07:00
Dav999
d84ce6b2e8 Add limits check to roomnames and roomnames_special
I kinda forgot about these, but they should be checked.
2023-09-09 16:29:38 -07:00
Ethan Lee
c881f621a3 Handle WiiU/Switch GameCube adapter product ID 2023-09-06 09:56:49 -04:00
Dav999
135934289e Fix setfont() changing font of fading out text boxes
Closes #925.

My fix here is to delay the font change until all fading-out textboxes
have disappeared. See it as adding a sort of `untilbars` or `untilfade`
for text box fadeout, into setfont.

This doesn't prevent every possible way to change the font of an
existing textbox, but you would need to use internal scripting to still
do it (and basically be doing it on purpose) - the problem in
simplified scripting when you simply do textbox-setfont-textbox is
gone.
2023-08-30 16:19:25 -07:00
Ethan Lee
68b6bd07ba Add 8BitDo wireless Xbox product ID to detector 2023-08-28 11:25:17 -04:00
Dav999
4e7bf86722 Change editor unsupported message to only appear when editor is selected
Showing the option on the "play a level" option feels to me as though
inexperienced players would think they're not supposed to open the
player levels, because the message says editor levels are unsupported,
right? But the message is only referring to the level editor, so in my
opinion, it's clearer to only show it there.
2023-08-26 22:53:46 -07:00
AllyTally
6549dc0113 Change lab autotiling 2023-08-25 09:55:17 -07:00
AllyTally
03ee60aea6 Update editor_disabled more often, remove -enable-editor 2023-08-25 09:50:27 -07:00
AllyTally
3ca28a5944 Add check for keyboard_is_active 2023-08-25 09:50:27 -07:00
AllyTally
7f03b00635 Remove unused Unused.h includes 2023-08-25 09:50:27 -07:00