Yes I have used the function extensions, and while some work quite well, I've learned to depend more on fusions internal built in features due to stability, compatibility, plattform support, etc. But thanks for the reply Yves, it's good to know that it's at least being considered!
Values assigned to qualifiers would be so useful
request:
When you single-click on a [previously selected] flag name in the properties windowit toggles the checkbox. This makes it very easy to accidentally change the state of a flag without wanting to (eg. if you double-click too slowly while trying to rename the flag). Could it be changed so that only clicking the checkbox itself toggles the checkbox?
@Volnaiskra I totally agree here. I am always accidentally checking those darn things when I am renaming flags.
As a secondary request with Flags: Is it possible to add some sort of option to sync all vars and flags across members of a qualifier? In my case, I have 100+ enemies that I have created over the last 3 years. And as I developed the game, I add new flags and vars, which end up not being on earlier enemies, but which stop the Event List Editor from displaying the flags name (instead it says Flag12 or whatever). It is now a monster task to copy 32 flags and vars to all 100+ enemies.
Activate / Inactivate Lines
If you inactivate a line it doesn't trigger that Fusion needs to be saved. If you activate a line, it triggers.
Neither events can be undone / redone.
Undo / Redo
There's rather a lot of actions that aren't part of the undo / redo function. I don't know if this is because they're unreported or if it is by design. But I quite often find that I'm undoing a action prior to the one I'm trying to undo - simply because the last action isn't part of the undo / redo functions. I can make a note of them and report them if it's fixable.
Is it possible to have the undo / redo not reset by the save function?
Bug tracker is down so i will post here:
Cannot patch> this error happens.
bug with patch.png