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base repository: RenolY2/battalion-level-editor
base: v1.5.6
head repository: RenolY2/battalion-level-editor
compare: master
- 16 commits
- 18 files changed
- 1 contributor
Commits on Dec 16, 2024
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Don't print plugin folder at startup anymore
Not necessary anymore since the problem of wrong plugin folder for import has been solved
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Use existing JRE if provided and clarify which version of Java to dow…
…nload this should prevent issues caused by the wrong Java version being installed
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Commits on Dec 17, 2024
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Searches for text in all the level's script files and shows script name, line and line content
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Add buttons for showing/hiding parts of the 3D gizmo
Cube visibility not implemented yet
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Commits on Dec 18, 2024
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Put Selected objects/Lua names list into scroll area so it doesn't fo…
…rcefully expand the editor beyond the editor window limits
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Commits on Dec 31, 2024
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add method to get script path + ignore lua context script
the lua context script is used by the lua simulator to keep track of a level's current lua context and isn't saved. The user has to create the code inside it.
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Usage: Select one script to run it or put it into All scripts mode to run all scripts simultaneously. First text box is for setting/changing the Lua context (to progress through the Lua scripts), second text box is for script output. Simulate function output for specific inputs using a custom function SetReturn(funcname, returnval, arg1, arg2, ...) Unit names defined inside EntityInitialise.lua are accessible Example: SetReturn("GetPlayerUnit", Troop.WFgruntStart) SetReturn("IsInArea", true, GetPlayerUnit(), Map_Zone.Movement)
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