Hello acme_pjz,
acme_pjz {l Wrote}:BTW, the new "enabled" property doesn't save to the level file, right? It can be accessed with script only
Not yet, I wasn't sure if this was needed.
It makes sense that if it can change during runtime it can be (pre-)set in the level file, just like the fragile state, etc...
Then again, the enabled state doesn't play nice with the leveleditor, the blocks are invisible while editing.
What if we do as you suggested first, rename the old enabled to activated/deactivated, since it makes sense for moving blocks and conveyor belts to be activated.
We won't read/store the new enabled property in level files, if the levelmaker wants a block to be disable at the start of a level he must script it in an onCreate script.
This solves the problems with editing disabled blocks.
The only thing left is the way it's named in the level file. We should still read the disabled setting for backwards compatibility, but maybe we should also start supporting "activated = 1"?
P.S. Sorry for the inconvenience.