Story Machine Update 0.1.67
Feature release
New Features:
- List- and text-based asset addressing. Text keys and asset references can be stored as cells in a list or as values in the text database, and referred to in actions via an indirect "addressable" command. For example, instead of passing "Art/banana.png" as the asset path in a Replace Image action, you can pass "list: myList[1][2]" to tell Story Machine to look for the path of the asset to use in the replacement in a list called myList at row 1, column 2. Similarly, you could pass "text: myTextKey" to find the asset path in the text database under the "myTextKey" key. This system allows lists to supply asset information to general purpose action sequences.
- Improved layer folder support. The Set Layer action now supports moving entire folders to layers relative to other folders.
Bug Fixes and Improvements:
- Fixed a crash related to flipbook components.
- Fixed a significant memory leak and player hitch related to constant reloading of image thumbnails.
- Added "Copy List to List" function to Manipulate Lists action.
- Fixed "Row Number" showing up in certain cases in Manipulate Lists even when it shouldn't.
- Fixed corrupted Frame Animation sequences when exporting large (> 1024) sprite sheets to web builds. Note that all scenes containing Frame Animations need to be modified and re-saved one time to apply this fix.
- Fixed display of version number and copyright value in the About Box.
- Column names in the list database can now be edited and renamed.