Hardcode egg names, don't rely on string resource loading order for SpeciesNames to get an un-mutated copy.
fixes the infrequent race condition for legality unit tests
- Settings now stored as json next to exe
- Settings now exposes all legality checking setttings that can be changed
- Slot hovering now can play cries in MGDB/PKMDB/etc, not just the main boxes.
- Enhanced hover text for mystery gifts and encounters that have movesets
- Show recently loaded save files in ctrl-f browser
- Toggle auto-load savefile setting to be none/detect-latest/last-loaded
- Custom extensions & extra backup paths can now be configured directly in the json settings
- Settings editor now uses propertygrid & tabs.
Retain a stringbuilder to mutate the string rather than finalizing temporary strings
yields some speed improvements (less gen0 string objects allocated)
AltForm & Form & Forme => Form
GenNumber & Generation => Generation
Extract out SpeciesForm interface, and re-add IGeneration
For those using PKHeX as a dependency, this should be a pretty straightforward manual replacement... GenNumber and AltForm should be quick find-replace`s.
Co-Authored-By: sciresm <sciresm@users.noreply.github.com>
Co-Authored-By: Matt <sora10pls@users.noreply.github.com>
Co-Authored-By: Archit Date <architdate@gmail.com>
held item list now allocates less (concat arrays instead of ienumerables)
item list already prunes out of range items, so simplify data source fetch
simplify item list prune (return as list, so we can call RemoveAll instead of Where.ToList)
Uses reflection to grab a list of defined constants (block keys), and a list of defined block reader classes.
Show name of block in red for a more prominent hint that this block is somewhat editable :)
Use reflection to grab all const declarations (private and public), and grab the name of that const. Whenever that block is mentioned in our diff, use the name instead of the key.
Helps identify what changed / remove noise if you don't care about that block.
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
With the approaching games, PKM sprites are a different size from the 3DS era (as already hinted by LGPE, which has 56x68). It'll be a little easier to manage with this portion of the library walled off from the rest of the codebase.
Eventually the net46 target will use fody or something to merge in these extra dependency dll's automatically to not disturb the usual exe/dll experience.
Extract Species Name logic to SpeciesName
Extract Language logic to Language
Remove FormConverter wrapper for string[] fetch
Rearrange some logic to more appropriate locations, update access
modifiers / types
Move some pkm array methods to arrayutil, make generic
PKX.GetVCLanguage was a dupe of _K12.GuessedLanguage() so just expose
the method
PKX is now back to pkm data manip only
Generating encounters from an EncounterArea is getting a little stupid
without inheritance; each type can now have its own specific behavior
without checking for each individual type of generation pattern. Will
add the abstract method implementations in a future commit
Move some string[] array fetch (for all languages) to Util
split some methods with optional parameters=null
add more xmldoc
replace some magic numbers -> enum/const references
consolidate common array operations (span soon maybe?)
GameInfo has been the storage for the current Game Language environment
When using GameInfo, only one environment is tracked at a time, which is
initialized by the PKM editor (items, moves). Rework things to allow
multiple filtered sources to exist, and keep the filtering logic in
PKHeX.Core for reuse in other programs... ;)
Remove usage of linq for sorting, use array.sort for in-place sorting.
Wasteful creating temp sorted buffers then enumerating them to dump into
the list.
replace Friendship control click to match shortcut description (used to
do nothing)
Remove some duplicate translation strings
fix gameselect string formatting
apparently systemsounds changed in a recent win10 update, Question is
now silent?? Exclamation is now the same as Asterisk (same as Beep?) Use
hand instead of Exclamation.
only use asterisk for notifications
remove double string replace (now less allocations); only add up values
if they're valid numbers.
builtin int.Parse throws with "1 2", but users can type stupid stuff
like that in the program (so we parse as 12).
be explicit that the string is empty rather than possibly missing
disallow encrypted export for BK4 (they're not encrypted), removes type
check
simplify replaceall in showdownset (don't call ReplaceAll 4x, just get
valid chars and rebuild)
simplify get ribbon sprite name (precompute ToLower and appended values
sav1: assign personal table based on (detected/provided) version
catchrate editor: allow to use savefile personal
remove gb era prompt whenever gb/blank loaded; have it as a setting (can
be overridden for VC now). keep allowgbera as autodetect
personaltable: track format for debugging purposes/info
update translations
* Rewrite tests with XUnit and .Net Core
* Add better "because" message
* Skipping test that was not ready & convert the fact to a theory
* Tweak casing
* Convert select date tests to theories
* Make the GetStringList load lock safer
Remove unused sav properties
Add translatable strings for autodetect SAV error suggestion
add speculated gg dex formtable
- no eevee forms
- increments 1 for pikachu since it already exists in table
- stops at mewtwo (no other formed-species available)
im currently setting up skeleton stuff for lgpe since we're <70 days
from release; by doing some pre-work like prior games I can get a good
idea of what needs to be adjusted prior to crunchtime!