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Editor and SDK Update: Unicode Text, Actor Inventory, Rooms, Outfits, Randomizer, UI Refinements, and Crash Fixes #238
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…nd rename it to result
… menus to prevent game crashes
…tead and remove unnecessary std::string conversion and compare ZString keys directly
…y-based actor names
…ame and s_ButtonId to s_ActorSelectableId
… search input above the list
…use in game and remove s_SelectedID
…s menu when an actor entity or its sub-entity is selected
…ng and selection and move CharSet Character Type combobox above the autocomplete input
…utfit” button, change its ID to ##CharSetCharacterType3, switch to s_CurrentCharSetCharacterType3, and remove m_GlobalOutfitKit checks from the ##CharSetCharacterType2 and ##CharSetCharacterType3 comboboxes
…ZHM5BaseCharacter
…orType in SBehaviorBase
…, and use TFixedArray for m_aBehaviorStates
… m_nCurrentBehaviorIndex to m_nActorRuntimeId
… cloth outfit, use m_bContractTarget flag instead of IsActorTarget method, and rename filters for alive actors and targets
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New Features
SItemConfigZItemConfigDescriptorZHM5ItemWeaponclassEditor & UI Improvements
InputWithAutocomplete:Refactoring & Cleanup
NPC->Actor) and internal fields.std::vectorwithstd::unordered_setform_PendingDynamicEntitiesand ensured proper cleanup when entities are deleted.
ZEntityImpl::GetIDmarked constZDynamicObject::ToStringnow takes a reference parameterSDK / Engine-Level Changes