SF1Edit by rubixcuber

SF1Edit by rubixcuber SF1Edit v3.4.4

rubixcuber said:
v3.4.4 - 7/5/2018
[Scripting]
* Clear Event nodes are labeled properly
* Copy/Paste and macros no longer break saves
* Clicking a node that isn't part of a multi-select clears the multi select
* Scripts use a new layout when loading that avoids branches crossing over lines and keeps most related sections closer together

[Map]
* NPC scripts stay on the last accessed script
rubixcuber said:
v3.4.3 - 7/3/2018
[Scripting]
* Help text for nodes should work properly
* New Exit script check nodes should no longer break/crash

v3.4.2 - 7/3/2018
[Scripting]
* Added advanced node selections to all scripting types
* Clear Portrait node added to dialogue scripting
* Tile copying nodes added to battle end scripting
* Shift to reconnect other branch works in all sets now, not just dialogue
* Can hold shift and click+drag to select multiple nodes
* Can copy/paste selected groups of nodes
* Can save and load groups of nodes as macros
rubixcuber said:
[Scripting]
* Battle Start and World Cutscene sections display the extra disconnect buttons when editing nodes
* Fixed an issue with the new loop system that was breaking the last Battle End script
ruixcuber said:
v3.4.0 - 7/1/2018

[Scripting]
* New script section for World Cutscene scripts
* Fixed an issue with multi-branch nodes not working right with the new scripting engine
* Labeled the Unknown 3 node as a Cutscene Trigger
* Added 'Set Active Member' node to Battle Start Scripts
* Fixed an issue with Chapter Start Scripts not executing properly
* Dead/Dying check nodes that have been added should function and display their branches properly

[Maps]
* Can use scroll wheel to scroll NPC scripts
* Fixed a few issues with NPC scripts that went longer than 64 bytes
rubixcuber said:
Trying a new release. There's some massive changes to the scripting engine and I think I've worked out most of the bugs finally, but if you're going to edit scripts keep an eye out and maybe keep an extra backup!

v3.3.0 - 6/22/2018

[Scripting]
* New script section for Battle Start scripts
* New 'Check Event' nodes don't reverse their labels after saving and loading
* Nodes can have loops or multiple incoming connections and properly save and load those connections
* Branches that skip over nodes and then reconnect further ahead will load and retain that connection
* Node tabs stay populated correctly when changing scripts/sections
* Can hold Shift to change which branch you are reconnecting on check nodes
* Give Item to Hero nodes should save properly when changing the item
* Replace Item from Force nodes shouldn't break sometimes
* Fixed an issue where saving scripts and reloading and saving again would break them

[Maps]
* Fixed an issue where new readable objects don't load properly

[Items]
* Extended items should work with more scripting actions (add/replace items)
rubixcuber said:
Fairly large update. There were some big behind the scenes changes in progress on the scripting sections. I think I tracked down all of the bugs there, but if you are going to be doing scripting changes I recommend making a copy/backup and testing saving the script changes just in case.

v3.2.1 - 6/19/2018

[Scripting]
* Added a title for the current script set
* New check nodes don't reverse their labels after saving and loading
* Option to disconnect just the inputs and outputs from a node
* [ and ] keys disconnect the inputs or outputs from the selected node

[Battles]
* Tiles which trigger selected AI behavior are highlighted

[Maps]
* Can drag sprites into the full area of a resized window
* Teleports without a valid destination are handled better in the editor
* When using 'View Target' the proper sprite set and graphics set will be displayed as if switching to that map normally
* When switching between subsections proper sprite set and graphics set will be displayed as if switching to that map normally
* Added Sitting and Speed settings to sprite editing
* Sprites marked as 'sitting' won't animate to reflect the in-game appearance

[Effects]
* Cursor shows up when editing text with the (Default) label

[Graphics]
* Weapon sprites can be shown in palettes past 63 when using extended items
* Amount of space used and available shown for each graphics section after saving
* Portraits relocated to their own section, freeing up more graphics space
* Backgrounds relocated to their own section, freeing up more graphics space
rubixcuber said:
v3.2.0 - 6/14/2018

[Scripting]
* New script section for Chapter Start scripts
* Changed the description for the Set Speaking Sound
* Added the Set Text Sound node from the dialogue scripting to the battle end scripts
* Corrected some mismatches on the voice labels

[Graphics]
* When saving the map sprite voices, should apply more universally to other scenes where they previously may not have been used

[Battles]
* AI regions should not get scrambled in certain situations when dragging terrains
rubixcuber said:
[Scripting]
* Set text sound nodes are clearer and display the name of the chosen sound effect

[Graphics]
* Added 24 new graphics to the cutscene section
* Added a selection menu for sprite text sounds

[Maps]
* Added a selection menu for music
* Added two advanced tile pointer settings

[Battles]
* Added a new sub editor that can edit the terrain and entrances for some maps that couldn't be edited with the normal battle editor
* Added a selection menu for music

[Scripting]
* Labeled the 'Set Portrait Version' node and added it to battle end scripting
rubixcuber said:
v3.1.0 (Discord Pre-release)

[Scripting]
* Set text sound nodes are clearer and display the name of the chosen sound effect

[Graphics]
* Added a selection menu for sprite text sounds

[Maps]
* Added a selection menu for music

[Battles]
* Added a new sub editor that can edit the terrain and entrances for some maps that couldn't be edited with the normal battle editor
* Added a selection menu for music

[Scripting]
* Labelled the 'Set Portrait Version' node and added it to battle end scripting

Oh, but you'll probably get a popup message when you load, ignore that
rubixcuber said:
v3.0.4 - 6/10/2018
[Battles]
* Can't reduce the number of force members below 0
* New force members are forced into the battle area so they shouldn't be hard/impossible to locate

[Scripting]
* Numerous check nodes that wouldn't work if added as new nodes should now work
* When connecting a new branch, its label is displayed