https://zquestclassi...leases/2.55.14/
To help reduce the number of bugs in official releases, here is an unofficial prerelease build to give people a chance to find and report any obvious new bugs. The official release will come in a few days.
Use this thread to discuss or ask questions about the new changes.
Changelog:
# Featureszc: Press B to backspace in name entry grid modezc: Improve grid name entry mode* Show on-screen controls for insert, backspace, confirm* Press 'Tab' to use keyboard to type namezc: Gzip compress uploaded replayszc: Update replay versions on save loadPreviously, save files associated with replay file were permanentlypinned to their initial replay version. This prevented older saves frombenefiting from subsequent engine bug fixes. The replay version nowdynamically updates when a save file is continued, seamlessly bringingnew fixes to ongoing playthroughs without breaking existing replays.zq: Add 'Open Tile Page' to Combo Pages right-click menuzq: Add 'Select' to combo page right-click menuOn using "Select":- Your current Combo + CSet you are drawing with are changed to theright-clicked combo.- Your current Drawing Mode is changed to Normal.- The active Combo Column will scroll to the selected combo.- The combo page dialog closes itself (so you can go use the selectedcombo quickly). Useful to quickly start using a combo / section ofcombos via the pages interface.zq: "DMap Levels" quest report, lists which DMaps are tied to each levelzq: Show screen state carryovers in 'What Links Here' toolzq: Improve quest auto-backup and timed auto-saves* Enable auto-backup by default.* Save all backups and auto-saves to a `YourQuest.qst.backups/` folder.* Include timestamps and ZC version numbers in backup filenames foreasier identification and recovery.* Implement read-only protection to prevent accidentally saving overfiles loaded from a backup folder.zq: Typable searchbar in some old lister dialogs (ex. level palettes)# Bug FixesPrevent crash from listers using too much memoryPrevent crash when loading music with non-ASCII filenames[mac] prevent crash from deeply nested dialogsPrevent rare crash by checking if time mutex existsCompat issues with quests before 2.53 related to owning mcguffin itemszc: Check water correctly when scrolling downWhen scrolling down while swimming, the player could sometimesincorrectly use a walking animation rather than swimming.This regressed in 2.55.12.zc: Minor index logic error related to subscreenszc: 'Show Hitbox' cheat hitboxes being slightly misalignedzc: Show cheat hitboxes for invisible enemieszc: Prevent crash when combos triggerRegressed in 2.55.13.zc: Melee weapon hitboxes lingering forever based on 'Live One Extra Frame' rulezc: Graphical errors in older questsMany older quests were incorrectly drawing the player, held items, orsome enemies and weapons over the subscreen.Regressed in 2.55 alpha 120 (93f25b690).zc: 'slashable' combos (tall grass, etc) wrongly 'cutting' via triggers tabDue to some old half-finished code, slashables were responding to all weapons set in theircombo triggers tab, even with `->ComboType Effects` not checked. This behavior has beenfixed, now requiring `->ComboType Effects` to trigger.Old quests loaded will automatically update any affected combos to behave as they did previously.zc: Hero sometimes drowning when drown QR is offzc: Newer Hero Movement buggy collision re: damage combos along the top of the screenHitting the corner of any solid horizontally was wrongly checking the TOP of the screen for damage combos.zc: 0-damage brang/hshot items not obeying script-changed damage valuesIf a script changed the damage of the weapon but not the item, enemieswho don't have "Damaged by Power 0 Weapons" checked would take theITEM's damage amount rather than the WEAPON's. This also affectedgeneric scripts changing the damage in an enemy hit event.zc: Spinning Tiles not becoming the next comboNo idea when this initially "broke", or if it *ever worked at all*,but the help text says it is supposed to, so fixed it with a compat rule.zc: Statue shooters / spintiles / etc not working properly with triggerstriggers changing combos wasn't calling `screen_combo_modify_preroutine()`/`postroutine()`zc: Sprite light radius ignoring hit offsetszc: Prevent soft-lock in whirlwind over waterThis regressed in 2.55.13 (b27da2ea2).zq: Prevent long label from visually breaking combo editorzq: Delete invalid command historyWhen reducing the map count, the command undo/redo history wereretaining entries for old maps. If attempting to undo/redo a commandfrom a deleted map, the editor would crash.Now, those entries are deleted when the map count reduces.zq: Prevent screen palette truncating to byte (0xFF)zq: Rename `Undercombo` -> `Undercombo` in many places for consistencyzq: Don't show compat QR confirmation when creating new questWhen creating a new quest from an older tileset, don't show a confusingconfirmation dialog about disabling compat QRs. It won't hurt a newquest to disable these QRs, and this dialog is likely to confuse newusers.zq: Show correct combos from adjacent screensWhen the screen editor displays combos from adjacent screens, it wasrandomly showing the wrong combos.Regressed in 2.55 alpha 109 (be515839b).std_zh: Set `MAX_DEFENSE` to correct valueIt should be 41, but it was 42.zscript: Broken bitmap drawsSome bitmap drawing methods were broken, such as masked draws used in aboss fight in Nayru's Odyssey. For that quest, it caused the boss toalways be invisible.This regressed in 2.55.10.zscript: `npcdata->InitD[]` / `WeaponInitD[]` being *10000zscript: Class destructors ending prematurelyWhen a destructor calls a user function, the script engine incorrectlyended the destructor after that function call, skipping anything thatcame after.zscript: Skip JIT compiler for larger scriptsIf the experimental JIT feature is on, now really large scripts arenot compiled. It takes too long to compile large scripts in 2.55 so nowwe don't bother.zscript: Some included headers using bad DrawCombo frame parameterthis fixes combo draws not animating properly in ghost, tango, and EmilyMisc.zhzscript: Add newlines missing in some error messageszscript: Change `Region->OriginScreenIndex` to `int` instead of `long`zscript: Add getters for `ffc::LastChangerX` and `ffc::LastChangerY`These were never implemented.# Refactors[mac] unify F-keys for reset/quitPreviously on Mac, reset/quit were mapped to different keys than onother platforms because historically F9/10 were reserved by the OS.However, that is no longer the case on modern Macs.These function keys on Mac now match other platforms:* Reset is now F9 (was F7)* Quit is now F10 (was F8)* Screensaver and Palette Toggle have been moved back to F7 and F8,respectivelySpeed up subscreen draws by simplifying string operationszc: Turn off replay_debug by defaultThis makes replay files significantly smaller by disabling debug mode,which stores a hash for every graphics frame in the replay file. This isno longer needed for replays recorded by players so it's time to disableit.zq: Format map, screen locations more consistently* Format map + screen pairs using a common format: decimal for map, hexwith a `0x` prefix for screen, and spaces for legibility. Example:`19 : 0x5A`.* Fix an issue in quest report tools that incorrectly used hex to formatthe map component.zscript: Increase ZASM hang thresholdEvery set number of ZASM instructions, the scripting engine checks ifthe player hit F9 or F10 to allow them to quit during an infinite loop.The default was to check every 1000 instructions, but that is way toofrequent. Now, the engine checks every 100k instructions. This reducesthe amount of unnecessary overhead related to checking for key events.zupdater: Disable on Mac, Linux

