Please backup your game before using this version!!!!!!!!
Edit: replaced with a new version that also fixes the bug described here
Edit 2: replaced with a newer version that fixes a bug and implements a few suggestions, both described here
Edit 3: replaced with a newer version that fixes a crash when clicking "go to definition", described here
Edit 4 (18/7/12): More fixes described here!
Edit 5 (20/7/12): More fixes described here!
Edit 6 (21/7/12): More fixes & improvements described here!
Edit 7 (22/7/12): Fixed the crash described here!
Edit 8 (29/7/12): Committed the changes to the 3.2.2 branch.
Hi, I've added a few features for the editor.
Please test and/or provide feedback.
Once I see everything is well I'll commit to 3.2.2 development branch.
The features:
Folders:
Added folders for characrers, dialogs, inventory items, guis, rooms, scripts and views.
Added new menu items for all folders to move up/down,
and the ability to drag/drop files to be before other files.
For scripts:
- Script and header files are now combined into one and can be expanded/collapsed, similar to room settings & script.
- I removed the ability to move files up/down, this can now be done with normal drag/drop (and not only for scripts).
- Also removed the "exclude script" option, it made things a mess and I couldn't understand why it is needed.
If anybody knows, please tell me.
- The order of the scripts (for script dependencies) is the same as it was before, a script can use all the scripts
above it.
For rooms:
- The "Sort room by number" now sorts within folders.
knows please tell me.
Find all usages:
Added a menu item to find all usages for characters, dialogs, views, inventory items and global variables.
It won't actually find scripts that use the character id (or dialog/view id), just scripts that use the actual
script name of that specific object.

An example of the folders and the "Find all usages" menu item
Navigate (in tree):
Added a menu item for almost all document tabs, to navigate to their node on the project tree
(can be useful for large projects).

An example of the "Navigate" feature.
Goto Line:
In script editor, pressing Ctrl+G will now open the "Goto line" dialog, you can select a line number and the
editor will jump to that line. Since "Ctrl+G" was already used as a shortcut to open the global script,
I replaced that shortcut with Ctrl+Shift+G (and also replaced the shortcut to open the global header
from Ctrl+H to Ctrl+Shift+H for consistency).

An example of the "Goto Line" feature
Mono:
I've refactored some code to make it more Mono-compatible, so that it could run properly when compiled with Mono
(cross platform implementation of .Net).
There's still a lot more work to be done (even without mentioning the native dll), but it's at least a step
in the right direction.
The changes I've done-
- I replaced in tons of places the hard-coded "\" used as a directory separator with the directory separator of the OS,
so that it'll also work on Linux machines. - I switched the code that detects Shift & Ctrl keyboard presses with a managed solution, that should be supported
by MONO- this is used when selecting colors in the palette, for example. - I switched the code that detects when the Room Designer is focused (used when pressing the up/down arrows to pan
the working area) to a managed solution, that should be supported by MONO. - I switched the code that copies arrays in memory to a managed solution (used when loading a sprite from file).
- I partially disabled some features only when running with Mono, since I couldn't see a way to code them without the
Win API:
- Breaking in debug will not automatically set the editor to the foreground, the user might have to click on the window
- Notifying the user on file changes externally if the editor is in focus will not happen. It will happen when
the window is activated, so I hope it won't be too annoying.