Jowan
Jowan
A user on discord requested the option to set a different font for glossaries. This should be possible with the [font] effect.
Note for me to investigate a situation like this ![grafik](https://user-images.githubusercontent.com/42868150/187270154-90b19f2f-9e05-48a9-9c44-283707837c82.png) resulting in ![grafik](https://user-images.githubusercontent.com/42868150/187270338-574cc2b7-eeb5-4c92-9f79-55fa36994ead.png)
The complex pickers saving behaviour is not optimal. When you type in a complex picker and then just click away, it won't be registered as a change and thus not...
The theme event and node currently don't work like they do in 1.x, *although they can be used to achieve a similar effect*. **How they currently work in 2.0 is...
Set variable events are currently saved as ``` VAR {Player/Health} += 4 VAR MyAutoload.text = "Hello" VAR {Player/Counter = "Oops" ``` The var makes sense from the code standpoint, but...
## Hiding the textbox Currently the textbox is always visible. It's not hidden when the timeline ends or a End timeline event is encountered. Also it's shown by default, not...
It gives this error: ` The object does not have any 'meta' values with the key 'editor_character_directory'.`
Just trying to document it and oc I found things not working again. - [ ] loading empty save breaks Portrait subsystem (expects portraits to be there).
Although creating a custom event is much easier then in 1.x, having a button that automatically creates a folder and a copy of the default_event script could be nice.