* Add undoing & redoing to the editor
It's very easy to make mistakes in VVVVVV's built-in level editor, with
no way to undo them. This commit adds an undo and redo system, bound to
CTRL+Z for undo and CTRL+Y for redo. The undo and redo stacks don't
have any limits, but could easily happen in the future. VVVVVV's data
is small enough where this should never be an issue, however.
No notes show up for undoing and redoing, because keeping track of what
specific action you're doing may bloat the system, and would get
annoying for the end-user. Notes are a bit annoying in general, even.
* Add level resizing to undo/redo system
* searchable gettext for undo/redo notes
* A few fixes and cleanup
The main fix was how holding right click to remove tiles did not
commit an action.
* Spikes also need to commit
* Cancelling placing a terminal/script box shouldn't have undo events
* Don't commit tile events if removing entities
* Clear redo buffer on level load
* Remove unneeded pointers from memcpy
* Add strings to lang files
* Fix definition in Editor.h
* Explain double-uncommit
* Don't unconditionally commit tiles on room change
I'm not that sure what I was thinking back then, but switching rooms
would commit tiles no matter what, causing a huge mess. The behavior
was intended to stop the "tile placement" action and commit it, but
just happened no matter what... So this has been fixed, and a few
comments have been added as well.
* Fix mentioned issues & make process_undo static
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Co-authored-by: NyakoFox <nyakowofox@gmail.com>
This includes translations that were missing translations, with varying
extent between different languages, for the following things:
- "X mode is enabled" in-game warnings
- "Press {button} to freeze/unfreeze gameplay" for the level debugger
- Some credits strings for the post-2.4.0 extra Spanish options, the
PT_BR proofread, and Persian
- The recent gamepad menu changes (#1229)
Furthermore:
- "TAB" (used in the level debugger string) is now a separate string
instead of being hardcoded, because some languages needed it
translated
- Added missing arrows to Arabic/Persian font (needed for the gamepad
menu, and also a translator menu actually)
This adds "Persian" to all the languages, and brings the Persian files
up-to-date (mainly removing outdated strings and adding some late 2.4
stuff that we'll contact all translators for soon)
Currently, you can change platform speed, but not enemy speed, which is
always hardcoded to be 4. This commit fixes that, by adding the
"enemyv" property, which is an offset to the speed of 4. Since it
defaults to 0, older levels are not broken by this change.
These strings had been replaced over time and the original versions
marked ***OUTDATED*** to allow for the original wordings to be reused
by the translators who had only translated the original ones.
(See lang/README-programmers.txt.)
Now, these strings have all been updated in every language, so it's
time to clean them up!
These were not in the English or any other language files. They should
be though, so that they can be translated and generally kept track of.
These aren't urgent either, since we have proxy strings that are used
if these are untranslated.
This hasn't been done since before we got some deliveries for 2.4,
so there are a few languages which added apostrophes as ' instead of
' in the XML (which is not wrong, but it gives diff noise whenever
there's a sync since VVVVVV writes them back as '...)
Also, we never synced "[Press {button} to toggle gameplay]" across
language files (now two strings with unfreeze/freeze), but that was
also a pretty last-minute string as far as I remember. Arabic did have
it because that language was added after the string was added, so it
got copied from English. I don't think this one is that urgent to
translate into every language for 2.4.1 since it's pretty well hidden
for most people, and it's surrounded by things that have to be English,
so it's as if it's supposed to be like that. Let's just include these
with whatever the next batch of strings is.
This removes every single translation of a wordy number that just
replaces it with the numeral.
This is because the documentation in README-translators.txt specifically
says
It's also possible to leave the translations for all the numbers
empty. In that case, numeric forms will always be used.
However, the translators for Japanese, Korean, and European Portuguese
clearly either didn't read this, or forgot to do so.
There is a very good reason to leave them alone if you want numerals;
namely that if you fill them in, you are prone to making errors. Like,
say, Japanese translating "Twelve" as "23", which is exactly what
happened. By blanking every translation, that error is fixed.
I had added 1px spaces in some Japanese strings with buttons in them,
to avoid the button glyphs touching the rest of the text. However, the
Japanese translator later ended up putting full spaces in, not noticing
the hair spaces. So now the space was 1 pixel wider than it should've
been, and it's better to remove them.
Now that the language files are fairly stable, we should be able to do
this without any accidental reverts taking place (if any do happen, it
should be easy to see and prevent)
These were causing false alarms in translations for one reason or
another (either to force translations to not wordwrap for style
reasons, or to stay on the safe side if an adjacent string was also
long), so they can be raised now.
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)