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August 13th, 2021, 13:56 #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?FGU Ultimate License
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August 13th, 2021, 20:45 #2
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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
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August 14th, 2021, 18:19 #3
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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).
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August 15th, 2021, 00:19 #4FGU Ultimate License
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Playing - Starfinder, D&D, Savage Worlds, Call of Cthulhu, Hero System aka Champions, Traveller, and more!
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August 15th, 2021, 01:09 #5
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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
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August 15th, 2021, 01:43 #6
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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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