Clicking "New Character Type" on Main now properly opens a new ScriptEditor window with the template blueprint text.
Fixes problem where the new ScriptEditor window would open with a blank blueprint.
Also:
"Add Character Type" on ScriptEditor is now called "NEW CHARACTER TYPE" to match the Main button. (We use "New" instead of "Add" because on Main, "Add" can be confused with adding an instance -- it's not foolproof, but a slight improvement).
The default start script now properly uses featProp to set costume, in place of the old setCostume feature method.
NOTE
After creating a new script, you MUST change the blueprint name from untitled before script validation works. e.g. if you create a new script, then immediately try to edit the costumeName line, it'll remain invalid, with the Costume feature not available, because agent is not referencing a valid blueprint name.
Testing
Please make sure all of these creation methods work:
From Main (in non-SETUP mode): Under "CHARACTER TYPE SCRIPTS": "NEW CHARACTER TYPE"
From Main (in SETUP mode): Under "ADD CHARACTERS": "NEW CHARACTER TYPE"
From ScriptEditor "SELECT CHARACTER TYPE" screen "NEW CHARACTER TYPE"
Enter a blank script URL: http://localhost/app/scripteditor?script=
After creating the new blank script, do some editing and submit the script to make sure it is properly added to the project and can run.
Merges dev-bl/fix-new-script -> dev-next
Clicking "New Character Type" on Main now properly opens a new ScriptEditor window with the template blueprint text.
Fixes problem where the new ScriptEditor window would open with a blank blueprint.
Also:
featProp
to set costume, in place of the oldsetCostume
feature method.NOTE
untitled
before script validation works. e.g. if you create a new script, then immediately try to edit thecostumeName
line, it'll remain invalid, with theCostume
feature not available, becauseagent
is not referencing a valid blueprint name.Testing
Please make sure all of these creation methods work:
http://localhost/app/scripteditor?script=
After creating the new blank script, do some editing and submit the script to make sure it is properly added to the project and can run.