LVNAuth 1.5 #116
jrezai
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LVNAuth 1.5
#116
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Improved the font Trace Tool in multiple ways:
The editor now remembers the scrollbar and cursor positions when switching between scripts. When navigating back to a chapter or scene, you’ll be returned to exactly where you left off.
Note: These positions are saved for the duration of your session and will reset when the project is closed and reopened.
Added an option to start visual novels full screen. This option is found in the Story Details window. Full screen can be toggled by pressing F11 or by pressing Alt+Enter. When in full screen, pressing ESC will go to window-mode. Also, the visual novel window is now resizable.
Pressing the spacebar will now advance the story, similar to a mouse click.
Fixed bug with the Wizard window not working with the
call>command. Before, when the 'OK' button was clicked for the<call>command, an error occurred.Fixed bug with
<load_>commands not being analyzed when they were in a reusable script, being called via the<call>command in a scene script. Prior to this fix, only chapter scripts were able to run reusable scripts containing<load_>commands and have the sprites be actually loaded. Now with this fix,<call>commands can be used in scene scripts to run reusable scripts containing<load_>commands and the<load_>commands will get analyzed properly.Fixed bug with the
<call>command causing an error when more than one optional argument was supplied. For example:<call: test, name=Rave, position=4>used to cause an error, due to having 2 optional arguments, but<call: test, name=Rave>worked, because it had 1 optional argument.Fixed bug with the
<wait_for_animation>command not working when waiting for "all" (simultaneous) animation types.Fixed bug with the
<background_hide>command not working.Fixed bug with the audio cutting off abruptly sometimes while playing music.
Fixed bug: the Story Details description field was read-only, which was preventing the description from being edited.
This discussion was created from the release LVNAuth 1.5.
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