I've translated the ui and everything. by using the english language (English.ini) as a template. The swedish characters, å,ä,ö, works great in general menu text, but in the big coloured ui texts they render as a,a,o instead. I did not change this line of code at all, which I suppose was how I should've done it:
[LANGUAGE]
LANGUAGE = "LANGUAGE"
Czech = "Czech (Čeština)"
Dutch = "Dutch (Nederlands)"
French = "French (Français)"
German = "German (Deutsch)"
Italian = "Italian (Italiano)"
Japanese = "Japanese (日本語)"
Polish = "Polish (Polski)"
Portuguese = "Portuguese (Português)"
Russian = "Russian (Русский)"
Spanish = "Spanish (Español)"
When spawning fake Marios, these objects would steal the bodystate from valid Marios, resulting in nametags rendering in the wrong place and PvP attacks using these fake as origin.
* Add implementation of keybind resetting
* Fix X/Y buttons not being reset in the proper case
* more binds improvements
- Make the reset binds buttons not reload the whole djui
- Press Z button/right mouse button to quick unbind
- Fix bug where binding a key automatically triggered its effect:
- binding B or Esc would close the buttons menu
- binding the console button would immediately open the console
- binding Z would clear the button
* fix edge case
* Give disconnect key a default value (F12)
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Co-authored-by: PeachyPeachSM64 <72323920+PeachyPeachSM64@users.noreply.github.com>
* Add djui_console_is_open
Adds a lua function that returns if the djui console is open or not. Useful with the existing function djui_console_toggle() for disabling the djui console (mainly to prevent reading chat messages, as opposed to the only other solution which is to fill the console with spam). It doesn't affect the console used with the --console launch parameter in case debugging is necessary.
* Fix function description
please I need this
* Fix function description on docs
Silly me forgot to actually change the description where it matters
This implements what is done in all other camera modes. Simply check the playmode, if it's the pause play mode, then don't rotate the camera. And just like that it is solved!
I INCORRECTLY assumed that a number was an `s32` and a integer was an `u64`. This is some next level blunders. A `number` is a `f64` and a `integer` is a `s64`. This is, in fact, a integer.
For some reason the logic behind the sync id attribution was not the
same for custom objects/behaviors, resulting in duplicate sync ids,
causing various errors when loading the level and when calling
network_send_object
Before it was a `string` when it should be a `number`. See `smlua_hook_events.inl`
`SMLUA_EVENT_HOOK(HOOK_ON_NAMETAGS_RENDER, _, s32 playerIndex, Vec3f pos, OUTPUT const char **playerNameOverride) // Manually defined hook`
The type `number` is used as an `s32` is equivalent to a `number`. An `integer` is equivalent to a `u64`