If you type save names like e. g. "äöüß" in the GMM this will now show up correctly in the ingame save/load dialogs.
You still cannot type these characters ingame due to the current implementation of UIInputBox::charIsValid(char kc). I don't know why. If I comment out this function and simply return true it works just fine for me. So it is not a limitation of the font (although I am playing the English version).
Still, I haven't changed that behavior, since I am not familiar with the engine...If the only reason for charIsValid() was the wrong encoding it might make sense to limit or even remove it.
The autosave refactoring that was done in
7adad5aaf5 used g_engine for identifying the
autosave slot. This worked for in-game save/load, but doesn't fit when
called from the launcher.
Fix by passing MetaEngine to SaveStateDescriptor ctor and using it for this
query.
Amends 7adad5aaf5.
This should fix thi issue with freezing actors after loading save game,
but works on new saves only. Game was not paused before saving
and wrong timer value got saved.