Relocated island/sister fruit/flower functionality to new FruitsFlowersEditor out of MiscPlayer to better follow existing layout.
Added new button for this editor to Map tab for the new form. MiscPlayer fruit now sets passport only, FruitsFlowersEditor sets both. Other functionality remains as before.
Retired FieldGoods from the Map button in favour of above.
Adjusted UI anchors and open positions for new forms + cleaned up recent lang_xx string additions.
Add theme menu to Editor and accompanying logic + strings.
Updated Misc fruit/flower and CampsiteEditor to use translatable strings.
Added new strings to lang and msg files.
Add: Campsite Editor to Map tab.
Allows users to set whether there is or is not a villager visiting the campsite, allows selecting that visitor and to edit the visit timestamp (defaults to current timestamp override so visitor is there on same day load).
Back-tracked offsets from old Cylindircal Earth save schemas for old save revs.
If campsite is not unlocked on the save, the UI is locked out with a message.
Cleanup: Moved UpdateFruitsFlag to misc editor class over save class because that was bad form. Oops.
Code now compiles, but will need to test and bugfix extensively.
Need to pre-fill the pixel buffers with sea first unless the acre fill actually works (maybe?)
Items need to be relative'd to apply 1 row lower, and skip the bottom row.
Need to check that terrain is the same as well.
Note to self:
For Map - probably better to get a starting x,y,width and iterate off that, fetching tile from relative, converting to absolute... idk.
For View - need to check if tile is in layer.
Added fruits + flowers to Player Misc menu (kept field goods property manager in place still).
Saving fruits pushes change to flags block for fruits so that multiple edits aren't required when changing/saving it with new UpdateFruitFlags method.
Flowers added as enum class like Airport Color, but should be moved out to strings for localization later on.
Closes#684
Defensively allocate a copy so that the replacement does not overwrite the original sequence A=>B then continue doing B=>B swaps.
Wasn't a problem before since properties fetched byte[] (allocated separate slice); changing to span introduced this regression -- now fixed.
Allows for expansion in properties available for editing via updating Personal30's get/set list
Seems like a better compromise to only update 1 class for new additions, rather than backporting a stubbed invalid offset.
Behaves similar to WhereAreN being a nullable (optional) property.
In an ideal world, we'd have interfaces and concrete implementations for every structure revision, but that's far too much work to cleanly implement compared to the picky offset slicing.
working on it, untested.
decoupled 99% of the logic, need to ensure the rendering uses the correct item grid which now includes deepsea L+R sides for 3.0.0
Shifted HorizonSave into VillagerEditor in place of MainSave and adjusted accordingly to give VillagerEditor better access to save file offsets etc.
Added overwrite for Villager PRO patterns to set imported ones to be made/owned by the player for consistency. (town and player ID bytes)
Added fix for two parts of pattern import problems:
1. PlayerID and TownID bytes need to be added to the pattern data from the personal.dat offsets to set them as owned and editable correctly. Added these code to get and force overwrite to fix.
2. Flags exist in main.dat for if the player has edited the pattern slot and if not, the name will not be updated correctly. Added offsets for these and added code to flag them as edited on import to fix.
Added a new icon that supports up to 256px and is "distinct".
Added translations to MessageStrings_jp.txt.
* Fix loading player house and room dumps
* Check converted house/room data lengths rather instead of the imported dunmp's
* Fix downgrading player house format
Closes#523
Thanks @Zelfild for identifying the problematic indexes!
Skips over these two indexes on give-all, and skips over them when spawning a set of DIY items onto the ground.
Added control-key to set all IsNew to false instead of true (when doing GiveAll)
To make dumping/loading designs match other dumping/loading buttons (terrain, acre and so on)
+ clicking on "Dump/Load Design" will draw a context menu with 4 options (2 if it's only one design pattern e.g. town flag).
+ when loading designs, I made the Listbox with the design names repopulate (update names) and select the user-selected design instead of going to index = 0;
+ when loading all designs I open a prompt to update "values" or not, instead of by default updating them.
+ fixed file name of dumped singular pro designs to .nhpd instead of .nhd lol