PocketForge
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Guys, I need help! The new undo system is killing my nerves too much, is there any way to turn it off?
1. Download and install Microsoft PowerToysGuys, I need help! The new undo system is killing my nerves too much, is there any way to turn it off?
>If I edit multiple sprites, and just want to undo one from earlier, it goes through all the sprites I've edited since that one and undo-s them. How could anyone possibly want that? But it's also broken, and I can't pinpoint exactly why. Sometimes it opens the sprite editor when I haven't changed anything about the sprite itself, just the image. Then maybe I try to redo, and it's forgotten the brush stroke I've made. I just don't know what's going on.
This is the main reason for my hatred of the new system, such things should be optional
The solution is that you don't use the GMS 2's built-in sprite editor, as you don't like it's behaviorUhhhh... bump? How is no one talking about this yet? I've tested it with a new project, and it still is very buggy. I refuse to believe this is intended behavior.
Open 2 sprite image editors. Make changes to A, then make changes to B. Make a change to A again. Go to B and undo. It'll undo A, then B, while also opening sprite editors in-between.
You can refuse all you want, but this is the intended behavior according to the release notes:Uhhhh... bump? How is no one talking about this yet? I've tested it with a new project, and it still is very buggy. I refuse to believe this is intended behavior.
Open 2 sprite image editors. Make changes to A, then make changes to B. Make a change to A again. Go to B and undo. It'll undo A, then B, while also opening sprite editors in-between.
If you encounter technical issues with this, please file a bug report. If you don't like these changes, please forward your feedback to the developers. You do both via the contact form.
- It's always going to be the most recent action which is undone - e.g., in previous releases if you create a Sprite, resize it in the Sprite Editor, open it in the Image Editor and add some content, then click the Sprite Editor and press Ctrl+Z it would be the resize which was undone rather than the Image Editor change. Now, focus is set back to the Image Editor and the last change there is undone (and pressing Undo again would step back through the change history for the asset as you would expect)
- It's also now possible to undo a change to an asset after you have closed its editor - as above, the editor would be reopened and the change performed
As I understand it, it's supposed to be a per-asset undo system, but it behaves like a per-resource undo system, at least for sprites.You can refuse all you want, but this is the intended behavior according to the release notes:
I get the idea. It's supposed to tie-together the undo-ing of the sprite editor and image editor (because they share the same asset). But it should not be undo-ing my door image while I'm working on my apple image. Anyone who works on multiple sprites at once is gonna have a bad time.
Imagine if you were working on multiple scripts at once, and you look back at an old one, realizing you messed up so you need to undo it a few steps, but as you undo, it's undo-ing every script change you've made since then, across all of your scripts, including one's you've closed. That's what's happening with sprites.
If pressing undo undoes something in a different asset than the one you're currently working with, I'd classify it as a bug, and I think YYG would too.The new undo system keeps the undo history for a single asset
Don't apologise for venting here about something that is obviously not working. This is all very valid feedback and we appreciate you sharing it with us and giving everyone an opportunity to examine the issue and comment on it. All I can do is repeat what Tsuka said earlier and if everyone could file a bug report about this - as @Octopus_Tophat has done - then it'll be fixed a lot quicker. Especially as the behaviour being described does seem to contradict the intended behaviour of the undo system as specified in the release notes.Listen, I'm sorry for ranting, but it's a frustrating change, and no one else (except PocketForge) seems to care, which is baffling to me. I've been using the built in editor for like 7 years and I really enjoy using it, especially since I can code/draw in a single program. But I guess I may be switching to the holy grail that is aseprite if this doesn't change.