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  1. #1

    CTR-Z undoes image edits in play mode

    SFRPG ruleset (v2021-08-10) for Fantasy Grounds
    Copyright 2004-2021 Smiteworks USA, LLC
    Core RPG ruleset (v2021-07-06) for Fantasy Grounds
    Copyright 2021 Smiteworks USA, LLC
    FG [TEST] 4.1.5
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    Added LOS and Lighting changes to image then switched to play mode. Did a CTR-Z and the last image edits were removed. I repeated CTR-Z in play mode and Image elements continued to be removed.

    I would think CTR-Z should not undo image edits while in play mode. Is this functioning as intended?
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  2. #2
    This is functioning as intended. An image is a single monolithic control, and all undo/redo information is stored on a per control basis.

    Regards,
    JPG

  3. #3
    Is it also intended that undo/redo works when the image record is locked? It seems really easy to inadvertently undo a change on a map (e.g. having wrong window selected when performing an undo operation), even if layers and the image are locked (undo unlocks layers).

  4. #4
    Quote Originally Posted by Ecks View Post
    Is it also intended that undo/redo works when the image record is locked? It seems really easy to inadvertently undo a change on a map (e.g. having wrong window selected when performing an undo operation), even if layers and the image are locked (undo unlocks layers).
    This was the point I was trying to make in my original post.
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  5. #5
    Yes, currently that is the way that it works. The image control field doesn't have a true "lock" state; because then if the image was locked, you couldn't add tokens, move tokens, add pointers, and so on.

    We made everything that could be done within the image control undoable; and this was similar to the way it worked before (except that the new version covers more actions consistently).

    Remember, you can always redo an action using CTRL+Y.

    I'll see if it makes sense to somehow how multiple undo stacks per control somehow; but it wouldn't be something in this version coming up, and it could be complex due to how everything else is built.

    Regards,
    JPG

  6. #6
    Got it, thanks for clarifying. Closing the image after creating/editing to clear the undo stack seems sufficient for avoiding inadvertent undo's later during gameplay, so the case I was thinking of doesn't seem as much of an issue.

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