.LOG

8:33 PM 10/31/2013
	fps
	*fastRender
	? binoculars
*-cumTrail
-coneSight
	clickTalk
-chase
	charName
	textbox_cursor
*-streak
*-smokeTrail
	skipReplay
	-setKeys
	-setFlags
	moveNextTo
*-lightning1, 2, 3
*-pathTo
	mirror (update)
*-ct_charm
	ct_die
	magnifierPicture
	"cum" swf animations
*-gridCollide & gridLeave  (efficiant collision-detection)
*new sprites

10:00 AM 1/5/2014
Modified sprite appearance editor to allow reverse animations

6:25 PM, 4/29/2014
skipReplay.swf
	Swapped "skip" and "replay" text so that replay is not covered by theEnd.swf

10:21 AM, 6/8/2014
mood.swf
	darkAlpha now applies to "night"

12:21 AM, 10/7/2014
Fixed event-leak duplication of spriteEditor  (but the mouse-wheel leak still persists)
Fixed arrow-key selection in spriteEditor file drop-list
Added auto-scrolling to sprite thumbnail viewer

2:18 AM, 11/1/2014
Changed:  tile.offset.x & tile.offset.y => 8

5:10 PM, 11/15/2014
Add:		swf\waitForClickOrKey.swf

9:38 PM, 11/15/2014
Fix:		ct_winFade.swf  Reliably styles text even while holding SHIFT for instant-display

9:53 PM, 11/16/2014
Changed:		flags can use non-RAM based paths such as SPRITES.player
						(Updated  updateFlaggedSprites.as  &  getPathValue.as)

8:44 PM, 12/17/2014
Fixed:			FileList component, no longer displays \\ in its path variable

10:44 PM, 1/13/2015
Changed:	NumList now only fires "change" event when "value" changes

8:14 PM, 1/27/2015
Changed:  cumTrail.swf		added "delay"		improved appearence

9:18 PM, 3/3/2015
Added:		musicNotes.swf

12:36 AM, 3/10/2015
Added:		RAM_F.removeArrayItem()

9:55 AM, 3/15/2015
Changed:	waitForKey.swf & waitForClickOrKey.swf
					Added "getCode" parameter

10:27 AM, 3/15/2015
Changed:	"wait" for script command can wait for COMMON sprites

4:41 PM, 3/29/2015
Added:		"newMap" script trigger so COMMON events can run scripts each time a map loads

9:01 PM, 4/8/2015
Changed:  Improved the effect of "smokeTrail.swf"  &  added "particlesPerFrame" setting to it.

9:57 AM, 4/22/2015
Added:		swf\cum\sprayRight2.swf
Added:		swf\cum\orgasmRight.swf

3:54 PM, 5/2/2015
Changed:	setVariable command can now optionally create references to objects.

8:19 PM, 5/28/2015
Changed:	Sprite appearance flags can use [realtime] variable look-ups  (updateFlaggedSprites.as)

8:29 AM, 6/10/2015
Changed:	Sprite names can use [variables]

9:20 PM, 7/13/2015
Changed:  sprite-collision to use player & sprite's "hit" movieClips + improved performance
Added:		Added "changeTile" and "changeTerrain" events to the player's sprite
Changed:	Replaced rpgSprite's collision code to use player's "hit" movieClip & rpgSprite's "hit" movieClip

5:59 PM, 7/14/2015
Changed:	sprite-collision excludes the corners of the sprite's hit-box.  (worse performace?)
Added:		"uncollide" script trigger fires when the player stops colliding with an rpgSprite.

11:57 PM, 7/27/2015
Added:		Can send parameters to rpgSprite scripts
					(arguments,between,parenthesis) => this.param1 this.param2 this.param3 in the target rpgSprite

8:35 PM, 7/28/2015
Changed:	see() script is more accurate  (takes into account player's hit-box size)

8:56 PM, 8/12/2015
Add:			floating.swf

8:55 AM, 8/20/2015
Added:		glitchBlock.swf
Added:		mapSnapshot.swf
Added:		eraseTile.swf
Added:		scrambleTiles.swf

10:56 PM, 8/21/2015
Added:		doppelganger.swf
Added:		glitchSpriteOverlay.swf

___________________________________________________________________
3:24 PM, 9/4/2015
Changed:		SpriteEditor in rpgSprite to use hovers for a much cleaner interface

3:24 PM, 9/6/2015
Changed:		SpriteEditor interface animates, in order to clarify where the thumbnails are coming from and going to

9:25 PM, 10/1/2015
Added:		waterFeet.swf

4:05 PM, 10/19/2015
Changed:		textbox.swf now uses an embedded copy of Flash's "_sans" font for consistent rendering between operating systems. (in theory)

5:03 PM, 10/26/2015
Changed:		SWF commands in the editor automatically load + populate default settings (when available) when you select a SWF file.

9:03 PM, 11/19/2015
Added:			Hold Shift key to run

12:26 AM, 11/21/2015
Changed:		rpgSprite editor can fully handle [variables] in charset names, and preview the poses based on corresponding RAM variables



___________________________________________________________________
12:26 AM, 11/23/2015
Changed:		"appearance" command displays the total duration of the animation in seconds, based on frames and per-frame duration

9:30 PM, 12/16/2015
Add:				RAM_F.array.add()
Add:				RAM_F.getListFromObject()

3:17 PM, 1/17/2016
Add:				*Press F5 will update the fileBrowser with any new files added/removed
Add:				Drop & Drop file support:
						*Drop .lvl files onto file_browser to copy files to the selected folder / folder containing selected level
						*Drop a .map file onto current level's map_pane to import that map into the current level
						*Drop .png files onto map tile-editor's chipset_list to add those chipsets to the current map
						*Drop a .png file onto the map tile editor's chipset_pane to replace the currently selected chipset file
						*Drop an image onto map tile editors imageOverlay to display that image over the map
						*Drop a .lvl file onto current level's map_pane to load that level  (saves the previous level)
						*Drop a .lvl file onto a running test-game within the level editor, to teleport to that level in-game

7:08 PM, 1/19/2016
Add:				Added drag & drop support to the rpgSprite editor
							*Drop a .png charset onto rpgSprite's appearance editor to change the sprite's initial appearance
							*Drop a .png charset onto rpgSprite's move-appearance command to use file
							*Drop an .mp3 from the music folder onto rpgSprite's music command options to use that song
							*Drop an .mp3 file from the sound folder onto rpgSprite's sound command to use that sound effect
							*Drop a file (SWF JPG PNG GIF) onto the rpgSprite's SWF command to use that file
							*Drop any file onto rpgSprite's SWF command's "extra data" aer to paste that file's path into the currently-selected "value" field
							*Drop any file onto rpgSprite's setVariable command's top variable text-field to paste the path to that file where ever the cursor is, or replace the contents of that textField with the file's path
							~Drop any file onto rpgSprite's setVariable command's bottom value text-field to paste the path to that file where ever the cursor is, or replace the contents of that textField with the file's path
							~Ditto with the "if" command
							~Ditto with the "while" command
							*Drop a .lvl level file onto rpgSprite's teleport command's options or map to use that level
						*Added drag & drop support to the loadSwf editor
						Added drag & drop support to various database editors:
							*startingPlace:		drop a .lvl file
							*playerSprite:			drop a .png from the charset folder
							*commonLevel:			drop a .lvl file
							*textbox:					drop .swf, .mp3, and image files onto the various textFields to use those files
							*mapGrid:					drop a level onto the grid to use that level for that location
																click a grid-tile and then drop a level onto the level-dropBox, map-preview, or file-browser-list to use the dropped level for the currently selected tile
						*Added level previews to the mapGrid, so you can directly see the actual levels used in each tile

12:46 PM, 1/26/2016
Added:			RAM_F.spriteListAtTile()

10:17 PM, 2/4/2016
Added:			Levels and Databases can be loaded via a command-line/file-drop onto game_test.exe;

7:56 PM, 2/16/2016
Added:			hit-boxes can be modified in the level-editor

9:00 PM, 2/18/2016
Fixed:			textbox_cursor.swf works more reliably
						textbox_cursor position is aligned to text baseline  (looks better)

9:54 PM, 3/30/2016
Changed:		Added image file caching to speed-up sprite and thumbnail loading
Changed:		Added GUI snapshots to make the rpgSprite editor seem more responsive

9:54 PM, 4/3/2016
Fixed:			Scroll position + zoom is preserved when switching between map/collision/sprite editors

8:13 AM, 4/09/2016
Changed:		Revised the RpgScriptEditor => ScriptEditor,  That component now uses templates and can edit arbitrary non-RPG scripts

8:05 AM, 4/26/2016
Fixed:			Sprite map didn't update scroll-bars when loading a new level

9:02 PM, 5/3/2016
Change:		menuCursor.swf  Cursor is now black, like the text.  (maybe it should copy the text color?)

9:04 PM, 5/11/2016
Added:		"promise" wait-mode for rpgSprite scripts.  This renders the "script" wait-mode completely obsolete.
Change:		All scripts now contain a "promise" object, and their functions return that object when called.  Scripts can store a reference to this promise-object.

11:40 PM, 5/18/2016
Fixed:		rpgSprite > Revert+replay poses now works.  (wasn't waiting for revert to finish before attempting another setParams() which sometimes messed up which charset got loaded.

9:31 AM, 5/27/2016
Added:		The rpgSprite's SWF command editor can display custom editors for each SWF file if they have one.

9:31 AM, 5/29/2016
Added:		The rpgSprite's SWF command editor can display a description for each SWF file.
Change:		jump.swf  has been changed to allow "seconds" to be used instead of "time"

7:40 PM, 6/1/2016
Change:		textbox_editor uses textbox.swf directly via shared libraries
Change:		rpgSprite editor uses textbox.swf directly via shared libraries
Change:		rpgSprite textbox editor slightly rearranged to match the UI layout of textbox_editor.swf
Change:		textbox.swf no longer applies a face-margin offset to the text when the face's width is 0
Change:		menuCursor.swf adjusted to use a face-width of 1  ( + automatic face-margin)
Change:		textbox_cursor.swf adjusted to account for the missing face-margin

6:57 AM, 6/5/2016
Added:		loads "rpgSprite_customSwf.json" and populates SWF command with linkages

7:36 PM, 6/18/2016
Change:		Re-wrote the rpgSprite GUI transition code

9:34 PM, 6/29/2016
Added:		Added a toggle button to the rpgSprite SWF command editor, to hide/show the custom editor

3:02 PM, 7/17/2016
Fixed:		charset selector in map editor. Double-clicking wasn't working.

9:46 PM, 7/29/2016
Change:		rpgSprite editor can optionally load external editors for each command  (which will be useful for the pokemon battle script editor)

11:41 PM, 8/15/2016
Added:		UTF-8 support to the editor,  allowing textboxes to display a bunch of extra characters.

11:14 PM, 9/6/2016
Added:		autoSort is running while rpgSprite exists
Change:		(better performance)  sprites are not selected when selecting+dragging,  but are selected after drag finishes / click
Fix:			sprites are un-selected when the map changes
Fix:			spriteEditor appearance now updates the no-settings marker on the current thumbnail when the charset settings are changed
Fix:			spriteEditor no longer corrupts the image-cache upon rapid file-selection
Fix:			the map retains focus when a sprite is selected,  allowing the sprite's position to immediately be altered using arrow keys
Fix:			you can now un-select a sprite after selecting one from the list  (clicking a blank area of the map works)

11:45 AM, 9/11/2016
Change:		RAM_F.getListFromObject()  reverses its results to accurately reflect the actual order the items were added to the object

9:08 PM, 9/12/2016
Change:		spriteEditor  dragging no longer selects the dragged sprite  (sprites can be dragged without selecting them)
Change:		spriteEditor  pasting no longer selects the new sprite

9:45 AM, 9/24/2016
Change:		textBalloon.swf + textThought.swf  Balloons now detect the edges of the screen and adjust for it.

10:37 PM, 9/25/2016
Change:		soundMute.swf + musicMute.swf  Added volume sliders to each of them.

9:07 PM, 9/27/2016
Fix:			slider + musicMute + soundMute  These now work within self-contained games.

9:44 PM, 10/1/2016
Add:			rpgScript "if" command's icon color predicts obvious logical outcomes  (always true / always false)

8:38 PM, 10/2/2016
Change:		database_swapper modified to   save to / read from   a backup folder named "BK databases"

9:08 PM, 10/12/2016
Change:		script commands can be commented-out/restored by pressing the  /  key

11:13 PM, 10/13/2016
Add:			if-wrapper editors

11:13 PM, 10/14/2016
Change:		modular database passes "zincFile" to the editors

7:18 PM, 10/21/2016
Change:		rpgSprite editor.  setVariable displays file-paths and variable-paths differently:  folder\folder\filename.ext => filename.ext  obj.obj.varName => varName

10:22 PM, 1/7/2017
Add:			hovering over a layer-button will emphasize which tiles are on that layer

8:16 PM, 1/23/2017
Change:		Syncronized the game-engine code with Pokemon game engine  (using WinMerge to compare them)
						player sprite
						rpgSprite sprite
						root boot-up code

10:23 AM, 2/15/2017
Fix:			mapEditor was not selecting any layer upon init / newMap...
					... because NumList was not emitting "change" events when its "value" property changed.

7:53 AM, 2/19/2017
Fix:			mapEditor was not noticing when layers were added or removed...
					... because numList was sending the wrong "target"  (its child buttons instead of the numList itself)

10:33 PM, 3/20/2017
Change:		rpgSprite scripts are now triggered by events.  They still have corresponding function-calls which simply trigger their events.
Fix:			Talking to multiple rpgSprites no longer confuses the player pause-state.
Fix:			Unloading multiple sprites in the middle of a talk-script no longer confuses the player's pause-state.

1:21 PM, 3/26/2017
Add:			level-editor:  added "Edit" menu
					added "Reset Image Cache" menu-item

9:35 PM, 3/28/2017
Add:			RAM_F.trimDecimal()

10:27 PM, 3/28/2017
Change:		Re-organized the top-menu bar:  File, Export, Help

9:49 PM, 4/12/2017
Fix:			"once" sprite animation is more reliable  (even when animating backwards)

4:44 PM, 4/16/2017
Change:		3d_map.swf  can used oversized map-images and posiiton the player proportional to the actual map

9:45 PM, 4/21/2017
Add:			Scripts can read data sent by events using "this.events", which is a direct reference to the "evt" object
Change:		"_allow" flags are now set within the reacting sprite instead of the sprite which sent the event.
					This means that each already-running reaction-script won't re-run until that particular script finishes, but the event itself can freely fire multiple times in the meantime.
Change:		textThought.swf		The leading-up bubbles are now animated,  which makes them more noticeable,  which helps indicate which character is thinking this thought.

11:07 AM, 4/23/2017
Change:		map-editor defaults to layer 0

6:50 PM, 5/4/2017
Add:			Added SCREEN_OVERLAY
Change:		Renamed OVERLAY to MAP_OVERLAY  (OVERLAY will still work)

10:11 PM, 5/5/2017
Change:		light.swf  Added "moveOnce" setting to un-define "sprite" after the light moves to the sprite  (for performance)
Fix:			light.swf  It now always sets the _x and _y of the outer-most movieClip of the light to avoid issues with setting the light's _xscale and _yscale

10:17 AM, 5/7/2017
Change:		theEnd.swf		Automatically removes itself when the level changes.

8:48 PM, 8/25/2017
Add:			double-clicking a sprite in the sprite-list pans the map over to it.  (works at any zoom level)

10:31 PM, 9/6/2017
Change:		Can edit the database without opening a level

10:05 PM, 10/30/2017
Change:		Improved performance when adding / removing sprites

6:59 PM, 11/18/2017
Change:		game.swf			Zinc drag+Drop  =>  teleport to level file

6:18 AM, 12/10/2017
Change:		spriteEditor		Completely re-coded to improve performance and flexibility
Add:			rpgSprite				Re-sync sprite animations upon switching modes
Add:			Image-overlay added to spriteEditor
Add:			Image-overlay can read level and map files
Fix:			rpgSprite image-selector		Fixed sprite caching

7:19 PM, 12/14/2017
Add:			rpgSprite		re-coded "move" command editor.  (now uses react.to coding style)
					Can click on map sprites to select the sprite to move.
					Picking a sprite to move will scroll the map if it's not visible, to make it visible.

12:52 AM, 12/17/2017
Fix:			Clipboard copying and pasting are finally reliable in the spriteEditor
Change:		SpriteEditor uses the GameEditor's global charset cache  (re-enabled now that cache-writing is reliable)

6:20 PM, 12/18/2017
Fix:			SpriteEditor displays file thumbnails again  +  Displays the current charset upon init

1:07 PM, 12/23/2017
Fix:			rpgSprite editor number-steppers now correctly switch between large and tiny scales for movement timing

1:07 PM, 12/24/2017
Add:			rpgSprite "swf" command displays a description for each SWF file

9:58 PM, 12/25/2017
Change:		rpgSprite "moveRelative" command now seeks walkSpeed from previous relevent "move" commands containing "moveRelative" commands,  so the character's walk-speed stays the same between multiple "move" commands.

10:44 PM, 12/30/2017
Add:			Added keyboard-shortcut hints to the top menu bar

1:41 PM, 12/31/2017
Fix:			Make the sprite-appearance browser's frame selection box react when settings are changed.
					(also lots of code revision, but not quite a full re-write yet)

10:42 PM, 1/4/2018
Add:			rpgSprite editor.  SWF file descriptions are displayed in an expandable textArea in the SWF command.

7:44 PM, 1/28/2018
Add:			Added tool-tips to the editor

7:11 PM, 1/30/2018
Add:			Hovering over sprites in the drop-down list displays a description for each sprite
Add:			Hovering over sprites displays their name

9:59 PM, 2/2/2018
Fix:			Removed tooltip from file-borwser, because it disabled the custom right-click menu

8:22 PM, 2/3/2018
Fix:			rpgSprite preview of "dummy" sprites is now working
					moveWait default focus is now the "time" duration

8:31 AM, 2/6/2018
Add:			rpgSprite editor loads a list of custom events from "sprites\rpgSprite_customEvents.json"

9:53 PM, 3/3/2018
Add:			contextual menu for sprites  (cut, copy, paste, delete)

11:14 AM, 3/5/2018
Add:			Can save sprite-snippets via right-click menu
					Can place sprite-snippets like regular sprites via double-click

4:35 PM, 3/5/2018
Change:		rpgSprite - Overlay hovering is now manually detected, and right-clicks can pass through the hitbox.

9:27 PM, 3/13/2018
Add:			Can delete sprite-snippets via right-click menu

11:18 AM, 4/2/2018
Add:			No-clip key (CTRL) while running game_test.exe

10:42 PM, 4/4/2018
Change:		Improved the behavior of the fileCombo2 component
Add:			fileCombo2  Shift-Backspace navigates up one folder

11:26 PM, 4/7/2018
Change:		SWF command file settings can specify a default location to place the swf-file into, a default name, and whether or not the script should pause.  All of these are optional settings which can be omitted.
Change:		mirror.swf reacts to events instead of using a simple loop.
Fix:			mirror.swf reflection no longer lags behind the sprite it's reflecting

8:31 PM, 4/21/2018
Add:			dragging a folder onto the editor's map-area or file-browser makes the file-browser navigate to that folder
Add:			dragging a file onto the editor's map-area makes the file-browser navigate to that folder

9:31 PM, 4/27/2018
Change:		Added fuzzySearch to pause command's comboBox

7:51 PM, 4/29/2018
Fix:			Clicking on a text-field and then clicking on a sprite, no longer causes dragging to occur without holding the mouse button.

7:52 PM, 4/31/2018
Fix:			Completely re-coded the "titleScreen" database editor, because the watermark image broke after updating to the newest AS files.

9:58 PM, 5/2/2018
Change:		Re-coded the thumbnail loader of the sprite picker to be faster

10:15 PM, 5/5/2018
Change:		textBalloon.as  Automatically closes when the map changes.
Fix:			textbox.as  mor reliably closes when the map changes.

8:45 PM, 5/6/2018
Add:			coutnerTop sprite for talking to NPC's across 1-tile tables.

8:00 PM, 5/12/2018
Fix:			Event reactions clean-up after themselves when their target is within a level that's being removed.
Change:		COMMON sprites can react to player events between maps  (they re-link their listeners each time a new map is created)

9:28 PM, 5/16/2018
Add:			textbox.swf now closes when it detects an event "closeTextboxes" within LEVEL
					textbox.swf fires "closeTextboxes" event in LEVEL when it detects "unload" event in LEVEL  (callUnload might theoretically interfere with this when it overwrites addListener() with a dummy function)
Add:			Added loadGameFile() to ROOT of the RPG Game engine.  Scripts can call this to tell the game to load a specific saved-game file.  (file-path is relative to game.exe)

3:01 PM, 6/4/2018
Add:			The loadSwf sprite has been modified.  You can now set the scale of the image it displays.  (The in-editor preview doesn't show the new scale, but it works in-game)

9:40 PM, 6/6/2018
Add:			Added more transition settings:
						TRANSITION.outEasing
						TRANSITION.inEasing
						TRANSITION.outDuration
						TRANSITION.inDuration
Add:			Re-coded all the transitions (to use new settings), renamed the old transitions, and added new ones:
						transition_cut
						transition_fadeOutFadeIn			(was transition_fade)
						transition_crossFade
						transition_crossMap
						transition_mapOutMapIn				(was transition_greyMap)
						transition_mapOutFadeIn
						transition_fadeOutMapIn				(was transition_blackMap)
Change:		Legacy transitions still work, but they have renamed duplicates.
