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Release - #3678

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wys-prog wants to merge 97 commits into
EasyRPG:masterfrom
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Closed

Release#3678
wys-prog wants to merge 97 commits into
EasyRPG:masterfrom
wys-prog:release

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@wys-prog

@wys-prog wys-prog commented Sep 4, 2026

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carstene1ns and others added 30 commits May 24, 2025 15:32
Update Ubuntu LTS version, add lhasa
Remove older SDL2 handling and hacks
Though I had already resolved this months ago but forgot to commit it.
Is unstable and in general recommended to be disabled on Vita.
Makes our code crash at the end of the MainLoop.
Multi config is not supported and only gives linker errors because of mixed runtime libraries.
Turns out "char" is not always signed. Instead it is "implementation defined".
In all tests it went unnoticed because x86 is "signed". On ARM it appears to be
"unsigned".

This is surprising. For int etc. it is specified to be signed.

Can we just burn the C standard? Who specifies this nonsense?

Fix EasyRPG#3401
But only for ubuntu:24.04 and debian:12. We don't need 8 runner here.
- Extended & refactored window_varlist to support displaying data over multiple lines
  This is neccessary to have proper space for extended information on some special data types
  (for now StringVars; -> and at a later time also ScopedVars, which need more lines too)
- Removed the unneccessary copying of in-game strings
- Refactored part of the Range_Window setup code to be able to display more digits when viewing Switch/Variable ranges above 9999
- Maniacs 241028: Implemented the display for StringVar names
- Added a special function for button "Shift" in the debug scene:
  Pressing this button changes display modes for the current window
  (Currently only implemented for strings, to toggle between the old single-line display & the newer detailed one, that also included the name)
- Some other minor refactoring & moving of code parts
…will be refactored to make use of the revised var_window)
… message terms there:

- Game_Actor::GetLevelUpMessage -> Namespace "ActorMessage"
- Game_Actor::GetLearningMessage -> Namespace "ActorMessage"
- Scene_Battle_* EXP -> Namespace "PartyMessage"
- Scene_Battle_* Gold -> Namespace "PartyMessage"
…hic is considered.

We skipped tile_id = 0 before which broke a collision check in "Genkido".

Fix EasyRPG#3366
…feature for adding the current timestamp to file names
…, according to Ghabry's suggestions:

- Overrides of interpreter features are now stored inside a new lcf field "easyrpg_runtime_flags", so the settings can be retrieved from save files.
- These overrides are only valid for the current interpreter & the runtime flags will be cleared, once the last frame has been popped
- A new global field "active_interpreter_flags" has been introduced, so the Player functions responsible for restricting use to these custom features can access & consider the state of the active interpreter flags for its check.
- Implemented a very rudimentary display for active engine flag overrides in window_interpreter
@wys-prog wys-prog closed this Sep 4, 2026
@wys-prog
wys-prog deleted the release branch September 4, 2026 17:31
@github-actions github-actions Bot added Android Window/Scenes FileFinder Bitmaps Audio Fonts Building Documentation Battle Emscripten WebAssembly/JavaScript port for web browsers macOS Tests MIDI Messages Settings All about customizable features, storing and applying them Input Input related (gamepads, keyboard mappings, mouse support). For KeyInputProc, add event/interpreter Translation labels Sep 4, 2026
@wys-prog
wys-prog restored the release branch September 4, 2026 17:53
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Android Audio Battle Bitmaps Building Documentation Emscripten WebAssembly/JavaScript port for web browsers FileFinder Fonts Input Input related (gamepads, keyboard mappings, mouse support). For KeyInputProc, add event/interpreter macOS Messages MIDI Settings All about customizable features, storing and applying them Tests Translation Window/Scenes

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