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Changes.txt
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REVISION HISTORY
================
VERSION 3.4.0, September 2016
Common features:
- Added support for building game for multiple platforms (Windows and Linux
options are maintained now).
- Added custom game resolutions.
- Added extended WFN font support (up to 256 characters).
- Made custom property values modifiable at runtime.
- Removed limit on custom properties number (was 30 properties per project),
increased maximal property name and value length.
- Removed limit on GUI Control number (was 30 per GUI),
increased maximal control name length.
- Removed limit on script modules number (was 50).
- Added Locked property to room Objects.
- Added Padding property for TextWindow GUI.
Editor features:
- New splash screen.
- Exposed Clickable property for room Objects in the Editor.
- Exposed TintLuminance property for room Regions in the Editor.
- Added "Close all tabs" command for the pane's context menu.
- Added Preferences option "Prompt dialog on closing multiple tabs".
- The sprite editor now highlights drop targets when you drag sprites around.
Editor Plugin API:
- Exposed GUI Panes to plugin API.
Engine features:
- Added support for any runtime display resolution (now restricted only
by your system specifics).
- Added support for vertical sync in Direct3D rendering mode.
- Made engine try to use all implemented graphic renderers in the
order of priority, if user selection failed to initialize.
- Rised default sprite cache limit for desktop platforms to 100 MB (was 20).
- Game writes latest translation and mouse speed setting to config file
on exit.
Scripting features:
- Added managed user structs; although currently limited to containing only
non-pointer variables in them.
- Added support for dynamic arrays in non-managed structs.
- Added support for dynamic array as return value of the struct's
member function.
- Added support for static extender functions.
- Added "do..while" kind of loop, in addition to previously existing "while".
- Added "for" operator and related loop construct.
- Added "switch" and "case" operators and related branching construct.
- Added "break" and "continue" operators working in any loop or switch.
- Added missing compound assignment operators (*=, /=, and so on).
- Made preprocessor macros usable in definition of another macro.
- Added "#region" and "#endregion" preprocessor commands.
Script API:
- Added Script API version switch to the project's General Settings. For every
supported API version a "SCRIPT_API_vXXX" macro is introduced, where XXX are
version numbers.
- Added Script Compatibility Level switch to General Settings. For every
compatible version a "SCRIPT_COMPAT_vXXX" macro is introduced.
- Added AudioChannel.Speed property.
- Added CharacterDirection enum and optional "direction" parameter
for Character.ChangeRoom().
- Added Character.FaceDirection().
- Added Character.DestinationX and Character.DestinationY properties.
- Added RunActiveOption() and Update() member functions to the
DialogOptionsRenderingInfo type.
- Extended Dialog Options API: added support for dialog_options_repexec() and
dialog_options_key_press() functions to improve handling of the custom
dialog options; added related compatibility project option and support for
"NEW_DIALOGOPTS_API" macro in scripts.
- Added game.dialog_options_highlight_color variable.
- Added File.Seek() function and File.Position property.
- Added IsInteractionAvailable() method to Hotspot, Object and
Character types.
- Added Game.AudioClipCount property and Game.AudioClips[n] array.
- Added Game.IsPluginLoaded().
- Added GUIControl.ZOrder property.
- Added GUI.Click() and Button.Click() functions which call
OnClick event handler of corresponding GUI or button.
- Added GUI.ProcessClick() function that processes click on GUI only,
similarily to how old ProcessClick processed click on room objects only.
- Added Mouse.Click() function to simulate mouse click on screen.
- Added Room.GetProperty() to substitute global GetRoomProperty().
- Added Room.ProcessClick() to substitute global ProcessClick().
- Added SetProperty() and SetTextProperty() functions to Room, InventoryItem,
Hotspot, Object and Character types.
- Added optional "luminance" parameter to Region.Tint() and
Region.TintLuminance readonly property.
- Added SetAmbientLightLevel() to set global light level for
anything in the room.
- Added Character.SetLightLevel() and Object.SetLightLevel() functions to
set individual light levels. Negative light levels can be used
in 8-bit games to produce darkening effect.
- Added System.RuntimeInfo property which returns a short description of
current graphics mode, scaling filter and enabled game resources.
Editor bug fixes:
- Fixed Undo history was deleted when an Editor panel changes
its docked state.
- Fixed crashes under certain circumstances when a script editor is closed.
- Fixed crash if selecting a character without a normal view
in the room editor.
- Fixed Ctrl+Tab did not work for the first time when cycling
through opened editor tabs.
- Fixed "Go to Line..." command did not always move cursor to correct line.
Also, do not select that line.
- Made the project completely rebuild itself whenever "Enable Debug Mode"
value in the General Settings differs from the setting used for
the last build, to prevent inconsistency in compiled scripts.
- Fixed a crash when trying to run game setup from the Editor
while "Compiled" folder does not exist.
- Fixed project items could sometimes get incorrectly arranged
inside the folder.
- Fixed writing faulty timestamps in project file on some occasions that
could spoil usage of file versioning control.
- Fixed Help window positioning on multi-monitor desktop.
- Fixed error in autocomplete occuring when there is a single-line comment
in the end of the script.
- Fixed incorrect compiler parsing of a static function call inside
array index brackets.
- Fixed compilation of struct member functions having name identical
to existing global function.
- Fixed compilation of structs having members with names identical
to non-basic types, global variables and game entities (such as characters,
GUI, etc).
- Corrected few error messages related to struct's function declaration.
- Fixed compiler reporting errors as "runtime errors" under
certain circumstances.
Engine bug fixes:
- Fixed result of using transparency parameter of the
DrawingSurface.DrawImage() in 32-bit games when drawing opaque sprites
over surfaces with alpha channel.
- Fixed DynamicSprite.CopyTransparencyMask() was overwriting magic transparent
pixels on destination with alpha values from mask.
- Fixed the speech portrait position was not adjusted for character walking
between its lines, when BasedOnCharacterPosition portrait placement is used.
- Fixed occasional pathfinding failure on straight lines with complex
walkable areas.
- Fixed using '[' special character in Display-like commands discarded all of
the backslashes before it (e.g. "\\[" should now print \[ as expected).
- Fixed WAVE audio not looping after restoring a game
- Fixed a bug that caused MP3 clip continuously increase its base volume if
the directional volume modifier was applied.
- Fixed queued audio clips did not update their volume when default
audio type volume changes.
WinSetup:
- Added support for "default_translation_name" option in the "[language]"
section of the config file.
VERSION 3.3.5 - Patch 7, September 2016
Editor:
- Fixed "Check for updates" feature, which should now be compatible with
the new website.
Engine:
- Allow to run game without mouse installed (game won't abort).
- Fixed SetSavegameDirectory() to be compliant with the new script path rules.
Now if you pass a save directory without specifying $MYDOCS$ tag, the
directory will be created as a subdirectory of default saves path. If the
player has configured a custom save path, SetSavegameDirectory() will
properly keep subdirectories after remapping paths.
- Fixed missing slash after special directory token in the script file paths
could case a creation of directory outside of permitted location.
- Fixed plugins with dot (".") in their name failed to load (regression).
- Fixed display gamma forcedly reapplied every time save is restored.
VERSION 3.3.5 - Patch 6, August 2016
Editor:
- Fixed properties buttons dissapearing from the Properties panel if the
object was selected while the panel was not visible.
Engine:
- Fixed Display script functions displaying different text if there is any
variadic text formatting function called in repeatedly_execute().
- Fixed text formatting functions did not parse "%%" format properly.
VERSION 3.3.5 - Patch 5, July 2016
Engine:
- Fixed user's allegro.cfg was ignored.
VERSION 3.3.5 - Patch 4, July 2016
Compiler:
- Fixed crash occuring when there is an incomplete declaration in the end
of script.
Engine:
- Engine will fall back to using default system paths if it failed using
user-defined custom save path for any reason.
- Fixed engine displaying same warning twice if the loaded game was compiled
for higher version of AGS.
WinSetup:
- Only let user choose actually existing folders for custom save paths.
VERSION 3.3.5 - Patch 3, June 2016
Engine:
- Fixed "datafile" config option was ignored.
- Fixed "datadir" config option was never used when searching for possible game location
(this was broken for several years!).
- Fixed Game.FileName property return empty string.
- Fixed built-in console making Direct3D9 graphics driver crash in 16-bit games.
VERSION 3.3.5 - Patch 2, June 2016
Engine:
- Fixed compilation on big-endian systems.
- Fixed compilation with GCC 6.
VERSION 3.3.5 - Patch 1, April 2016
Engine:
- Added support for $INSTALLDIR$ location tag in the filepaths
used in the script.
- Fixed game could not find files in the current directory when
run from the Editor.
WinSetup:
- Fixed error that could occur if choosed custom save path
contained "%" symbol.
- Read correct game's resolution from game data instead of config file.
- Do not write all default config contents to user config, save only options
that are set by setup program.
VERSION 3.3.5, March 2016
Editor Features:
- Path to resource's (sprite, audio) source file is now saved as relative one if the file is
located inside game project's folder.
- Removed arbitrary limit of the script imports (was 50000).
- Script allows struct member qualifiers to be in any order.
- Better detection of integer constants overflow in script.
- Removed arbitrary limit of integer default value of +/-32000. Integer values are now limited
by correct 32-bit values (-2147483648 to 2147483647).
- Support for negative constants in enums.
- Better folding markers and indentation guides in script editor.
Editor Bug Fixes:
- Fixed compiler crash if unknown keyword used after "readonly".
- Fixed compiler did not properly report incorrect type of dynamic array in function declaration.
- Fixed compiler did not report proper type name in case of syntax error sometimes.
- Fixed mouse cursor flicker above the script editor.
Engine Features:
- Removed unconfigurable mouse cursor's acceleration (Windows).
- Support for mouse cursor speed control: may be defined in configuration and changed in script.
- A config option for keeping consistent cursor speed relative to user's desktop resolution.
- Support for locking mouse inside window: automatic lock is enabled in configuration, and user
may use Ctrl+Alt combination to lock/release mouse at any time.
- Restricted writing game files to special system directories
(game is forbidden to write files into installation directiory or by absolute path).
Unsafe paths are either remapped (when possible) or rejected.
- Support for player defined saves & game file directory.
- -v/--version command line argument makes engine display its version and bail.
Engine Bug Fixes:
- Fixed crash if screenshot is taken while game window was minimized or moving.
- Fixed alpha blend did not work properly for speech portrait if blinking frame did not have alpha channel.
- Fixed Display and Say script commands were displaying text for minimal amount of time under certain conditions.
- Fixed legacy audio functions did not start digital music playback if MIDI driver failed to initialize.
- Fixed game was run in smallest possible window if graphics driver failed to initialize fullscreen mode.
- Fixed "--help" command line argument not working all times depending on its order.
- Fixed engine did not always properly closed application window when running debug build.
Script API:
- Supported late_repeatedly_execute_always() callback in script, called after game has updated, but
before it is drawn.
- Added Mouse.ControlEnabled (readonly) and Mouse.Speed properties.
- Added System.HasInputFocus property which tells if game currently has focus or runs at background.
Cosmetics & convenience:
- Clarified disabled MIDI option name in WinSetup.
- Extended information displayed if graphics driver failed to initialize.
- Clarified error messages for running unsupported games.
VERSION 3.3.4, July 2015
Features:
- Removed 10,000 symbols limit in scripts.
- Added Character.Thinking and Character.ThinkingFrame script properties.
- Added Papagayo voice lip sync support.
- Find/Replace dialog now remembers the state of "Case sensitive" checkbox.
- Engine now scans all available files in search of game data, only giving standard names
a priority.
Bug Fixes:
- Fixed Editor crash in case of lip sync data parsing error.
- Fixed Find/Replace dialog skipped the first word in the script being searched through.
- Fixed an order of cycling through fields on Find/Replace dialog.
- Restored letterboxed game's viewport behavior for larger (and scrolling) rooms.
- Fixed Hq2x and Hq3x filter rendering when the display resolution requires side borders.
- Fixed Hq2X and Hq3x filters leaving graphic artifacts on letterbox borders.
- Fixed wrong screen settings could be applied in particular cases when requested gfx filter
could not be found or failed to initialize.
- Gfx filter name supplied in command line is case-insensitive now.
- Do not disable both digital sound and MIDI music if only one of these failed to initialize.
- Fixed MIDI music refuses to start if digital sound is disabled.
- Fixed division by zero in AlMP3 library code, that could cause crash when seeking in MP3
audio clip.
- Removed an advise to contact Chris Jones displayed in case of error.
Compatibility:
- Permissive emulation of pre-AGS 3.1.1 "option-on/off" commands in dialog script, that do
not stop game execution if a wrong option number is supplied.
VERSION 3.3.3, December 2014
Features:
- "Number dialog options" game setting now let you choose between "Disable", "Keyboard shortcuts
only" and "Draw numbers and use keyboard shortcuts" instead of being just "on"/"off".
- The built-in shortcut for showing runtime information has been changed from "Ctrl + V" to
"Ctrl + Alt + V".
Bug Fixes:
- Fixed audio-related crash on some Linux and Linux-derived systems caused by improper use of mutexes.
- Fixed division by zero and color value overflow cases in alpha blender.
- Fixed voice audio breaking playing on very rare occasions when clip format is OGG or MP3.
The fix is imperfect, and there's very short pause occuring at same point of playback. The voice
will continue playing though.
- Fixed character walking in hi-res games when the destination has negative Y coordinate.
- Fixed black borders not drawn in screen corners by Direct3D renderer.
Compatibility:
- Corrected interpretation for games made with AGS 3.0 - 3.2 to let them assign empty loop
in SetObjectFrame().
Engine log:
- Do not log out supported gfx modes twice if the secondary color depth is equal to primary one.
VERSION 3.3.2, September 2014
Features:
- Reimplemented alternate display modes, now side-borders and top/bottom borders work properly for
all game and screen resolutions.
- Added config option to run pre-3.1.0 lo-res games in hi-res mode.
Bug Fixes:
- Fixed Editor crashing when user types "#define" in script.
- Fixed error in game compilation after user moves item folders up or down in the project tree.
- Fixed bug which could make Character.Transparency and Object.Transparency properties return
slightly incorrect values.
- Fixed bug that could let user to load corrupted savedgame, which in turn could cause more trouble.
- Provided error handling for several exceptional cases on graphics mode initialization (program
should at least close normally, showing comprehensible error message).
- Fixed crash in legacy built-in inventory screen.
- Fixed bug in script interpreter that could cause misinterpretation of value provided by plugin.
- Fixed "--setup" command line argument not working if it is not the first argument.
- Fixed WinSetup dialog not sized properly when larger fonts (DPI) option is used in
Windows display settings.
Log additions:
- Write the game data version and the list of supported graphic modes to the log.
Manual:
- Fixed Speech.VoiceMode example.
NOTE: VERSION 3.3.1 was cancelled and never released: the WIP build was renamed to 3.4.0.
VERSION 3.3.0, February 2014:
This release is a product of collaborative work of the following people
(in alphabetic order):
Bernhard Rosenkraenzer
Cristian Morales Vega
Gilad Shaham
Ivan Mogilko
Francesco Ariis
Janet Gilbert
Jochen Schleu
Michael Rittenhouse
Paul Wilkinson
Piotr Wieczorek
rofl0r
Scott Baker
Shawn R. Walker
Steve McCrea
Steven Poulton
Sunit Das
Tobias Hansen
Tom Vandepoele
Tzach Shabtay
AGS Engine underwent significant rewrite, with primary aims being better multi-platform
compatibility and backwards-compatibility. Complete list of related changes is too vast
to cite them here, a detailed documentation is provided in the form of the git log at
this repository: https://github.com/adventuregamestudio/ags
Engine Ports:
- Android port.
- iOS port.
- Linux port.
- PSP port.
Features:
- Increased maximal Font number from 15 to 30.
- Added "Translated" property to ListBox gui control, which forces engine to translate
ListBox items.
- Proper alpha blender for blending two 32-bit sprites with alpha channels.
Added new option for gui alpha blending setting which turns the proper blender on.
Added new setting for the use of the blender in general cases (such as DrawImage function).
- Added Dialog.SetHasOptionBeenChosen() method.
- Added DialogOptionsRenderingInfo.HasAlphaChannel property.
- Added eKeyNone constant to eKeyCode enumeration.
- Added two more options for the Skip Speech style: "skip by key only" and "skip by mouse only".
- Added SkipSpeechStyle enumeration.
- Added Speech script class which members substitute number of global functions and variables.
- The backward-compatible "Old-style game-wide speech animation speed" game setting is replaced
with two active options that allow to turn game-wide speech delay on and off and specify its
value.
- SetMusicMasterVolume() legacy script function now accepts volume values between -210 and 100
(was between 0 and 100); large negative values may be used to mute the music completely.
- Added a "Browse" button to the "Create in folder" field in the Start New Game wizard.
- Added "Reload sprite from source" command to Sprite Manager's context menu.
- Sprite Import window is now resizable.
- Engine can now run games of older versions, starting from 2.50. The level of
compatibility varies.
- Improved character walking smoothness at 60%-80% scaling.
- Game.ChangeTranslation() script function no longer causes game to quit if the translation file
belongs to different game or has unknown format.
- The game automatically fallbacks to software graphics driver if the hardware one could not run
or initialize gfx mode for any reason.
- Added support for x5-x8 graphic scaling filters.
- Added config option to find maximal supported scaling automatically.
- Added optional threaded audio support.
- Added config option to override System.OperatingSystem value.
- Added config option to override multitasking mode.
- Added optional log file support to the engine.
- Added support for GNU-style long command line arguments.
- Windows version writes crash dump on "out of memory" error.
Editor Plugin API:
- Added property for getting playable character.
- Added property for getting ScriptsAndHeaders collection.
- Added methods for refreshing project's tree.
- Added method for refreshing property grid.
- Added methods for controlling output panel.
Bug Fixes:
- Editor no longer allows to create more game items than engine supports.
- Fixed "savegameindex[]" array was declared with incorrect size in script.
- Fixed incorrect selection of a new sprite, imported while the "Select sprite" dialog is open.
- Fixed sprite lookup in folders, differing only by name case.
- Fixed the autocomplete list displaying obsolete information in some cases.
- Fixed false notifications of the script had been changed externally after being saved in
the editor.
- Fixed overlapping labels in the Editor Preferences dialog.
- Fixed inventory items and cursor crosshair with alpha channel not being drawn properly.
- Fixed crash that occured when ListBox.GetItemAtLocation() is called from
repeatedly_execute_always() just before the list box is about to be drawn on screen for the
first time.
- Fixed custom dialog options clickable area by correcting its horizontal coordinate range.
- Fixed error that caused audio volume to reset to default during cutscenes.
- Fixed AudioChannel.Volume returning incorrect value when called from skipped cutscene.
- Stopped play.close_mouth_end_speech_time variable from making effect in voice mode and
Sierra-style speech.
- Fixed return value of the AudioChannel.PositionMs for MOD/XM clips.
- Fixed OGG and MP3 speech ending prematurely if the audio file size is a multiple of 32 KB.
- Fixed error which took place when user restored a game saved with background music playing,
in case the music is not found in resources anymore.
- Fixed division by zero which occured if there was a 1px tall walkable area with vector scaling.
- Fixed side-borders that were not applied properly at larger widescreen resolutions.
VERSION 3.2.2 Beta, July 2012:
Following changes made by Tzach Shabtay, unless noted otherwise.
Features:
- Added docking panels and Window menu to control all the windows.
- Added folders for characters, dialogs, inventory items, guis, rooms, scripts and views.
- Added new menu items for all folders to move up/down.
- Added the ability to drag/drop files to be before other files.
- Added highlights for drag&drop and auto-expand folders on hover during drag&drop.
- Script and header files are now combined into one and can be expanded/collapsed, similar to
room settings & script.
- Removed the context menu commands to move script modules up/down, this can now be done with
drag/drop (and not only for scripts). The script dependency rule remains the same
(lower scripts can import symbols from upper ones, but not vice versa).
- Removed the "exclude script" option.
- The "Sort room by number" now sorts within folders.
- Added a menu item to find all usages for characters, dialogs, views,inventory items and
global variables.
- Added a menu item for almost all document tabs, to navigate to their node on the project tree.
- Added "Goto line" dialog from script editor via shortcut Ctrl+G (and changed existing
shortcuts to open global script & header to Ctrl+Shift+G/H).
- Added keyboard shortcut (Ctrl+M) to switch between header and source.
- Objects, characters and edges can now be moved with the arrows in the room editor.
Editor Plugin API:
- ISourceControlProvider interface for editor plugins to define your own source control provider
(Michael Rittenhouse).
Mono Support:
- Partially disabled some features only when running with Mono, since I couldn't see a way to
code them without the
Win API:
- Breaking in debug will not automatically set the editor to the foreground, the user might
have to click on the window.
- Notifying the user on file changes externally if the editor is in focus will not happen.
It will happen when the window is activated, so I hope it won't be too annoying.
Bug Fixes:
- Fixed crash clicking in margin of dialog editor (Chris Jones).
- Fixed RGB colour picker not working in 256-col games with colour numbers > 32 (Chris Jones).
- Fix for: when moving an object after zooming in and out, the floating co-ordinates no longer
appear next to the object.
- Fixed "Go-to definition" on global variables in script editor didn't do anything. It will now
open the global variables editor and select the global variable.
VERSION 3.2.1, March 2011
- Added Find/Replace In All Files capability (Tzach Shabtay)
- Added GUI control snapping, alignment, grouping and locking to GUI editor (Steven
Poulton)
- Added loop cut/copy/paste, Flip All Frames and Import From Sprite Folder options to
Views in editor, to access this right-click to the right of the loop (Tzach Shabtay)
- Added RGB colour selector to the various colour properties (ProgZmax)
- Added Characters option to room editor to show all characters set to start in that
room (ProgZmax)
- Added Find All Usages right-click option to script editor (Tzach Shabtay)
- Added current co-ordinates display while dragging objects/characters in room
editor (Steven Poulton)
- Added syntax colouring to dialog scripts (Steven Poulton)
- Added Dialog.ShowTextParser script property (CJ)
- Upgraded to latest version of LEC template (abstauber)
- Middle mouse button now activates the "Copy co-ordinates to clipboard" option in all
the room editor modes (ProgZmax)
- Fixed D3D tints not working properly (3.2 regression) (Nefasto)
- Fixed crash drawing GUIs with no background (3.2 regression) (CJ)
- Fixed crash restoring/restarting depending on state of crossfading (CJ)
- Fixed intermittent crash moving objects and using the Ctrl+A debug option (CJ)
- Fixed "crossfade buffer null attempting transition" if you restored a save game that
had a different current transition type to the current game position (CJ)
- Fixed script editor tooltips getting stuck if they appeared over the tab bar at the
top of the editor (Tzach Shabtay)
- Fixed editor error if you deleted a room that a character was set to start in (CJ)
- Fixed co-ordinates displayed in room editor not reflecting Low-Res Co-ordinates
setting (ProgZmax)
VERSION 3.2, June 2010
- Rewrote audio system. The old number-based sound and music are gone, replaced with
new named audio clips. Added AudioClip.*, AudioChannel.*, Game.IsAudioPlaying,
Game.SetAudioTypeVolume, Game.StopAudio, System.AudioChannels, System.AudioChannelCount,
System.Volume, ViewFrame.LinkedAudio script commands.
- Added Game.IgnoreUserInputAfterTextTimeoutMs, Maths.Exp, Maths.Log, Maths.Log10,
Maths.Cosh, Maths.Sinh, Maths.Tanh
- Added option to automatically add side borders when running 4:3 games on widescreen
monitors
- The generated EXE version information is now set to your Game Name and Developer Name
instead of "Adventure Game Studio" and "Chris Jones"
- Added new LEC-style template by abstauber
- Added Applies To feature to custom properties, so that you can have properties that
only apply to Rooms or Characters, for example
- Added menu option to remove old Global Messages from the game, to stop them coming
out in translation sources
- Added support for anti-aliased TTF fonts in all situations where they weren't
previously supported.
- Added $APPDATADIR$ support to File.Open to allow you to write files to an accessible
folder that is not the Save Games folder
- Added eMouseMiddleInv support to on_mouse_click
- Added editor plugin API methods IGUIController.ActivePane, IRoomController.PreSaveRoom
- Added plugin API events AGSE_PRESAVEGAME and AGSE_POSTRESTOREGAME
- Improved graphics mode detection so that the screen doesn't keep flickering when
trying to start up a low-res game full screen
- Improved colour quality of mini-sprites displayed in sprite manager
- Improved the user-friendliness of some error messages, thanks to Error Reporting
- Improved editor robustness to recover if the Game.agf.user file was corrupt
- Winsetup now displays the game name in the title bar instead of "Adventure Game Studio"
- Disabled editor option to save changes whilst the game was running, since doing so
could cause sprite file corruption
- Editor property grid now displays a drop-down list instead of a text box when
selecting a font or room
- Changed the pathfinder so that the character cannot get stuck if he ends up outside
one of the room edges
- Removed limit on number of text parser words
- Renamed the "handle inventory clicks in script" general setting to better reflect
what it does
- Removed room properties Play Music On Load, Music Volume and Save/Load Enabled since
they are now obsolete
- Mouse.IsButtonDown now works with eMouseMiddle
- "Export all sprites in folder" command now exports 32-bit sprites as PNGs to prevent
losing the alpha channel
- Improved error handling if you passed an int to a string argument in String.Format
- The Restart Point save file (AGSSAVE.999) is no longer deleted when you quit the game,
to fix a problem where RestartGame didn't work if you started the game by double-clicking
an Enhanced Save Game file in explorer
- Disallowed accented characters like é in script names in the editor, because they
wouldn't compile
- Dynamic sprite deletion warning is now only displayed on exit if Debug Mode is turned on
- Fixed sprite entry getting duplicated if you dragged a sprite to the end of the list
- Fixed crash with Hq2x and Hq3x graphics filters (3.1.2 regression)
- Fixed character/object tints and light levels in D3D not matching DX5
- Fixed TintScreen in D3D so that it looks the same as DX5
- Fixed Sierra-style speech box moving if the room was scrolled while it was displayed
- Fixed error running game and problems with save games if there were unicode
characters in the folder path
- Fixed GUI controls not updating properly if the control moved under the mouse, but
the mouse didn't move
- Fixed theora video being permanently muted after you played one video with muted audio
- Fixed Dynamic Sprites causing memory corruption if a mouse cursor was set to sprite 0
- Fixed Compress Sprites setting not taking effect until you next edited some sprites
- Fixed GUI AdditiveOpacity mode not working properly if you tried to have a non-alpha
sprite on an alpha GUI
- Fixed light levels >100% not working with Direct3D driver
- Fixed Object.MergeIntoBackground not working with Direct3D driver
- Fixed IsKeyPressed not working with the following keys: [ ] \ ; ' , . /
- Fixed struct member functions with more than 9 parameters giving run-time error
- Fixed File commands looking in the wrong directory if you launched the game by
double-clicking a save game in explorer
- Fixed SetBackgroundFrame in Player Enters Screen event causing old frame to flash up
briefly with D3D driver
- Fixed Make Default Language command crashing if two different source lines mapped to
the same translated line
- Fixed run-time error if you returned a string from a function that was a member of a
local dynamic array
- Fixed sprite cache corruption if you had a single sprite larger than 20 MB
- Fixed Room.GetDrawingSurfaceForBackground and Character.PlaceOnWalkableArea to give
error message instead of crash if you called them from game_start
- Fixed GUI label text not being anti-aliased if there was a background image but the
BGColor was set to 0
- Fixed editor crash creating new game if your Windows username had unicode characters
in it
- Fixed Views tree collapsing after renaming or drag-dropping a view
- Fixed editor crash on startup if you made the editor window very small before closing
it down last time
- Fixed editor crash if you set an object's image to -1
- Fixed character gliding if he bumped into another solid character and the character's
MovementLinkedToAnimation property was false
- Fixed DynamicSprite.Rotate cropping 1 pixel off the left side when rotating an image
with an odd width/height
- Fixed ShakeScreenBackground not clearing letterbox borders properly if you switched
from a large to a small shake
- Fixed "Internal compiler error: table overflow" if there were a lot of imported
functions/variables
- Fixed when importing an 8-bit image, if there was another palette slot in the image
with the same colour as the transparent slot it got changed to black
- Fixed Game.SpriteWidth/SpriteHeight returning the size of the blue cup instead of 0 if
you supplied an invalid sprite number
- Fixed script editor issue if you typed some text, switched to another tab, then came
back and did Undo
- Fixed autocomplete editor crash if there was a line break inside an array indexer
- Fixed compiler crash if a dialog script just had a @ on a line on its own
- Fixed editor crash if you tried to use a non-icon file as TEMPLATE.ICO
- Fixed sprite import window crash if you right-clicked in the second stage of tiled import
- Fixed mouse cursor being drawn in dialog options in DX5 mode even when Mouse.Visible was
set to false
- Fixed no line number provided when DynamicSprite.CreateFromDrawingSurface threw an error
- Fixed script editor crash if you saved the script while the final function was missing
its closing brace
- Fixed the editor Preferences window only allowing you to type 5 characters in if you
wanted to manually enter a path for the New Game Directory or Import Directory
- Fixed "Close all other tabs" crashing if a room editor with unsaved changes was one
of the other tabs
- Fixed changing a walk-behind baseline not marking the room as modified
- Fixed editor crash XmlException: An error occurred while parsing EntityName.
- Fixed compilation errors if you named a character with only numeric digits, eg "c500"
VERSION 3.1.2 SP1, February 2009
- The Editor will now not allow you to open the same game in two different copies of the editor
- Fixed translations and \[ tag not working on GUIs (regression from 3.1.1)
- Fixed crash with custom dialog options if you saved the game before running any dialogs
- Fixed editor crash with tiled sprite import if you dragged out an invisible selection area
- Fixed editor crash if the Game.agf.user file was read-only
- Fixed auto-number speech lines to not number "..." lines
- Fixed TintScreen not working properly in some situations with DX5 driver
VERSION 3.1.2, February 2009
- Added support for using Transparency properties with alpha-channel sprites
- Added inventory item CursorImage property to allow you to set a different image for
the mouse cursor to the inventory window
- Added F4 hotkey to jump straight to the Events grid to edit interactions
- Added Character.SpeechAnimationDelay property which replaces the old game.talkanim_speed
setting and also works with Sierra-style speech. A new General Settings option is
provided to enable/disable backwards compatibility.
- Added Game.TextReadingSpeed and Game.MinimumTextDisplayTime properties; obsoleted
game.text_speed
- Editor now remembers which item in the property grid was selected as you switch
between tabs
- Added plugin API event AGS_EngineInitGfx and methods GetDirectInputKeyboard,
GetDirectInputMouse and ReplaceFontRenderer.
- Added Error Reporting feature to editor, to send error information to AGS website if
the editor crashes
- Added eKey* enum for use with on_key_press and IsKeyPressed, to make script more readable
- Added Show Start Page option to Help menu to allow you to access Tips if you have the
start page disabled at startup
- When changing the game resolution, the editor will now offer to automatically resize
all your GUIs to compensate.
- Improved performance of Theora video playing
- Templates are now stored in a "Templates" sub-folder to satisfy Vista permissions
- "Letterbox Mode" option in General Settings is now only shown if the game resolution
is 320x200 or 640x400
- Moved the character SpeechColor property from the Movement to the Appearance section
in the editor, where it belongs!
- Moved the "You are currently using the eraser" tooltip further away from the cursor
so it doesn't obscure what you're doing
- Improved rendering of View Editor at 120 DPI
- DynamicSprite.Resize now won't allow new image to be over 25 MB to help spot
mistakes in size calculations
- Mouse.ChangeModeGraphic now won't allow you to change the graphic of the Inventory
cursor if "Use selected inventory graphic for cursor" is enabled
- Translations are now automatically recompiled if you change the game name, to ensure
that they still work
- Made some stability improvements to how the editor handles the sprite file
- Improved the editor error message if the game folder had unicode characters in it
- Fixed editor crash in Vista creating a new game
- Fixed dynamic sprites sometimes being discarded by the sprite cache
- Fixed option-off-forever being treated as option-off (introduced by 3.1.1)
- Fixed compile error if you created a Bool in the Global Variables editor with default
value set to upper case "TRUE" or "FALSE"
- Fixed Vista Game Explorer integration appearing as "Play" in the start menu recent list
- Fixed save games not persisting the walking state of the highest-numbered character
- Fixed editor's room area undo buffer not being cleared when a different room was loaded
- Fixed custom dialog options not working properly when using transparent background
- Fixed Dialog.GetOptionText returning original English text when a translation was in use
- Fixed button ClipImage property clipping 1 pixel too many in high-res games
- Fixed PlayVideo not working properly when DX5 graphics filter was in use
- Fixed PlayAmbientSound screwing up audio if it was used on a channel where a normal
PlaySound command was still playing
- Fixed DX5 driver problem switching a GUI background graphic from one with to one
without an alpha channel
- Fixed DisplayAtY, GUI.SetSize and Mouse.SetPosition not checking Y co-ordinate
correctly in 320x240 and 640x480 games when using native co-ordinates
- Fixed colour corruption if you imported an 8-bit sprite into a hi-color game and
palette slot 0 of the sprite was not black
- Fixed dialog script compiler bug if you used "this" in a string within a normal
scripting command
- Fixed script editor crash if you deleted a block of code, then hovered the mouse over
a script variable.
- Fixed GUI button being set to wrong size if you changed its image in the editor to a
low-res sprite in a hi-res game
- Fixed problem with ChangeRoomAutoPosition in hi-res games with hi-res co-ordinates
- Fixed game.screenshot_height not allowing 240/480 in games of those resolutions
- Fixed potential crash on fadeout with DX5 Nearest Neighbour filters
- Fixed object positions getting messed up when importing a hi-res game from AGS 2.72
- Fixed intermittent editor crash that could occur when shutting down the game
- Fixed editor crash if you dragged a GUI control to the edge of the GUI then deselected
it with the property grid
- Fixed editor crashing if you tried to import a dodgy font
- Fixed editor not allowing you to rename a script to a different capitalization of the
same name
- Fixed editor crash if you tried to rename a script file to contain \ or :
VERSION 3.1.1, December 2008
- Added support for running normal scripts as part of dialog scripts,
and thus obsoleted the run-script, dialog_request business
- Added OGG Theora video support to PlayVideo, and enabled theora videos
to be compiled into the game EXE
- Added right-click "Find Sprite By Number" option to Sprite Manager
- Added Dialog.HasOptionBeenChosen script function.
- Added basic save and load GUIs to the Default Game template
- Replaced Anti-Glide mode with a per-character setting MovementLinkedToAnimation.
- Improved auto-dedent of } in script editor to make it more useful and less annoying
- Improved performance of pathfinder when calculating a route.
- Added list of editor keyboard shortcuts to manual
- When changing between room area mask types, the current tool will be set back
to the Select tool to assist the most common workflow
- Cursor mode now sets back to Select after adding a GUI control
- Discontinued support for Windows 98 due to upgrading compiler from VC6 to VC2008.
- Improved editor error messages if an error occurred reading/writing the sprite file
- Workaround for Windows error getting file list on Linux network shares
- Assign To View dialog now remembers the loop assigned to last time as well as view
- Improved editor error handling if it was unable to start the game for testing
- Fixed GetLocationName/GetLocationType not returning anything if the mouse cursor was
over a GUI, but a different X/Y was being checked
- Fixed GetLocationName returning a space if a nameless object was at the location
- Fixed clicking in the corner of the screen taking you back to the desktop when
using D3D driver
- Fixed D3D driver drawing an extra game loop before the room faded out
- Fixed transparent sprites not rendering correctly with D3D driver
- Fixed object "ignore walk-behinds" setting not working with D3D driver
- Fixed PlayVideo failing to play some WMV files with D3D driver
- Fixed editor crash debugging if the call stack had more than 6 lines
- Fixed call stack window not appearing if the project tree was on the left hand side
- Fixed crash if you manually set Character.Loop and the current Frame was invalid for
the new loop
- Fixed crash in DisplayAt/SayAt if you passed the width in as 0
- Fixed text box stealing up/down arrow key presses (AGS 3.1 regression)
- Fixed debug console showing low-res co-ordinates for Character.Walk
- Fixed autocomplete not always correctly selecting entries containing an underscore
- Fixed a couple of potential crashes if characters had an invalid view/loop/frame
- Fixed potential crash displaying text in voice-only mode
VERSION 3.1, October 2008
- Added option to use native hi-res co-ordinates.
- Added option to continue running game loops while dialog options are displayed
- Added support for 1024x768 resolution.
- Added support for custom rendering of dialog options
- Added graphics filters to D3D driver, to allow 320x200 games to easily be run
in a larger window.
- Added 4x Nearest Neighbour filter to allow 320x200 games to easily be run on
widescreen monitors at 1280x800
- Added "Go to sprite" context menu option to script editor when right-clicking
on a number
- Added Character.HasInventory, Character.HasExplicitTint, Character.Move,
Character.SpeakingFrame, String.Replace, String.StartsWith, String.EndsWith,
Game.ChangeTranslation, Game.UseNativeCoordinates, Dialog.ID, TextBox.TextColor,
Slider.HandleGraphic, Slider.HandleOffset, Slider.BackgroundGraphic and
Parser.FindWordID script functions.
- Added pop-up calltip when hovering the mouse over a function/property in the script.
- Added separate Replace menu option to go straight to the Replace dialog
- Added previous searches list and Case Sensitive option to the Find dialog
- Added Preferences option to configure whether Help window stays on top or not.
- Room objects editor now draws alpha-channel sprites correctly
- When the engine aborts with an error, the editor will now automatically zoom to
the line in the script where the error occurred
- Editor now shows the call stack to the current position in the script when debugging
- Improved autocomplete to work better when adding code to existing functions
- Rewrote debugger to use a different method of communicating with the engine (Named
pipes instead of Files) which should hopefully resolve some stability issues some
people have been having with it
- Added support for calltip help text if you put a comment starting with /// on
the line before the import declaration.
- Added feature for editor to send anonymous system information to AGS website
- Added editor plugin API IScriptEditorControl methods: SelectionStart, SelectionEnd,
SelectedText, CursorPosition, GetLineNumberForPosition, GetTextForLine and
GetTypeNameAtCursor
- Added new GUI Visibility option to have a normal GUI but initially switched off.
- Added ability to set initial GUI Transparency in the editor.
- Added Tip of the Day section to the Start Page.
- Added new file format for exported characters to enable characters with more than
20 frames in a loop or 16 loops in a view to be exported; this also fixes some
character settings not being preserved in the old file format.
- Added Preferences option to allow you to do Exact Palette background imports in
8-bit games, like you could in AGS 2.x
- Added warning message when you use the Import New Background option in a room, to
help newbies who are using it by accident instead of the Change button.
- Added option for AGS Editor to pop up a message every X days reminding you to back
up your game
- GUI Text Box now allows the user to type in extended chars like éíñ when the
textbox is using a TTF font
- D3D driver now automatically tries 640x400 if your monitor doesn't support 320x200,
like the DX5 driver already did
- Removed Setup option to use the "wrong" resolution.
- Changed winsetup so that it doesn't pop up the Administrator prompt on Vista.
- RunAGSGame now shows an error if you try and use it while running with the debugger,
since it doesn't work in this situation
- Moved the inventory hotspot marker settings from the inventory panes to the
General Settings area since it makes more sense there and should reduce confusion
- Removed the room height limit of 1400 pixels.
- Removed the 30 character limit on hotspot descriptions
- Obsoleted InventoryScreen command, which is no longer supported.
- Editor now prompts you if you modify a script file in an external application
while it is open in the editor
- On Windows XP and earlier, AGS will now create a "My Saved Games" folder in My
Documents and then create individual game folders underneath, to avoid clutter
- When clicking the "..." button to go to an event script, AGS will now zoom to the
line after the { rather than the "function" line itself
- Renamed String.Contains to String.IndexOf to reduce confusion with other
languages such as Java and C#. String.Contains will continue to work as well for
the foreseeable future
- Removed obsolete InventoryScreen usage from the Default & Empty Game templates
- Improved import of 2.72 games to ensure that unhandled_event is called with Use
Inventory interactions
- Changed Default and Empty Game templates to 16-bit colour by default
- Changed error message when unable to initialise graphics mode to say the real
resolution rather than game resolution when using a graphics filter
- Editor now gives error if speech file number > 9999 rather than leading to
in-game File Not Found errors
- Fixed alpha-transparent dynamic sprites losing their alpha channel when you
restored a save game
- Fixed object image not being refreshed properly if it had a dynamic sprite which
you deleted at the same time as making the object invisible
- Fixed autocomplete popping up when it shouldn't do if you pressed space after
typing a member property/function
- Fixed problem with Mouse.SaveCursorUntilItLeaves if the original mode was now
disabled when it tried to restore it
- Fixed error starting up editor if you closed it while minimized
- Fixed dialog options text window edges with transparent parts not drawing
correctly with D3D driver
- Fixed crash restoring save game if there was an active dynamic drawing surface
created by CreateCopy
- Fixed Mouse.DisableMode crashing if cursor mode 4 (UseInv) was set as a Standard
mode
- Fixed some music skipping problems when using ShakeScreen and during room
transitions
- Fixed translations not working on script lines that had embedded speech marks
- Fixed GUI editor to not draw the background colour outside the actual GUI size
- Fixed error trying to save a game to a network share
- Fixed sound numbers over 999 not playing
- Fixed D3D driver smoothing all sprites, not just scaled ones, when "Smooth scaled
sprites" was selected
- Fixed problem where if you closed a window and chose not to save changes, when
you opened the window again the changes were still there
- Fixed script changes being lost if you opened a room script, made some changes,
didn't save them, then opened the room itself, then created an event handler
- Fixed sprite import colours messing up if there were index-0 pixels on the image
but index 0 was not being imported as the transparent colour
- Fixed Display() not working if the game had no GUIs
- Fixed changes to blink interval not always being applied immediately
- Fixed crash in Character.Say if the character's talking view had been set to an
invalid view number
- Fixed PlayVideo restarting the music after the video finished, even if it was set
to play game music
- Fixed the debug console being drawn behind characters and objects
- Fixed duplicate entries in autocomplete if you set an enum value to equal another
enum value
- Fixed ListBox.RowCount always returning 0 until the GUI had been drawn for the
first time
- Fixed Characters pane chopping off bottom of view preview when run at 120 DPI
VERSION 3.0.2 SP1, June 2008
- Editor now gives friendlier error message if a hotspot description is too long
- Fix to workaround .NET error importing a portion of a sprite
- Fixed editor allowing you to name a gui or character such that its legacy macro
name led to a compile error (eg. "gGui" or "cGui")
- Fixed No Transparency sprite import not working properly if the sprite colour
depth had to be converted
VERSION 3.0.2, June 2008
- Added Global Variables pane to editor, to allow you to easily declare global
variables for the script instead of having to do all the import/export rubbish
- Added script functions Dialog.GetOptionText, Dialog.DisplayOptions,
Dialog.OptionCount, Game.DialogCount, DynamicSprite.CreateFromDrawingSurface
- Added plugin API functions IsRunningUnderDebugger, BreakIntoDebugger and
GetPathToFileInCompiledFolder
- Added editor plugin API methods ShowSpriteSelector, SetStatusBarText,
Game.Sprites, CreateNewSprite, ChangeSpriteImage, GetSpriteUsageReport,
DeleteSprite
- Improved responsiveness of room Edges editor under Windows Vista
- Improved look of various dialogs when run at 120 DPI
- Improved parsing of function list in script editor when the script contains
comments and strings
- Editor now makes sure that you don't name a View the same as a character
- When importing alpha channel images, alpha-transparent pixels are now recognised
as transparent pixels
- New GUI alpha channel method (in General Settings) to allow more intuitive
rendering of alpha channels on GUI controls
- Alpha-transparent background and borders are now supported for textwindow GUIs
- Added option to put sprite and sound files under source control
- Modified source control integration not to check in the username, which was
happening in some cases
- Updated to v1.6.0 of Verb Coin template (thanks Electroshokker!)
- Room editor now shows "?" for mouse position when the cursor is outside the
room area
- Improved editor behaviour on startup if registry entries have been corrupted
- Fixed demo game not compiling
- Fixed editor error loading games if your regional settings had a space in the
short date format
- Fixed excluded room files still being compiled into the game EXE
- Fixed potential managed object pool corruption if you used SayBackground a lot
- Fixed some TTF fonts being incorrectly positioned in the editor GUI previewer
- Fixed hotspot sometimes getting corrupted when importing a new background
- Fixed exported GUIs not having the sprite resolutions exported correctly
- Fixed line and rectangle tools sometimes being slightly out from where the area
actually appeared
- Fixed alpha channel not working on graphical Overlays
- Fixed 8-bit rooms from 2.72 not being displayed correctly in the editor if
they used gamewide colours
- Fixed DrawingSurface.GetPixel sometimes returning invalid values in 32-bit games
- Fixed translation file generation failing if a script included a speech mark
inside quotes ('"')
- Fixed Game.TranslationFilename property returning a path when the game is run
under the debugger
- Fixed crash if you tried to crop edges on a completely transparent sprite
- Fixed Mouse.ChangeModeView crashing if you passed a View of -1
- Fixed Voice Actor Script generation giving error if you used "Narrator" (with
a capital N) in a dialog script
- Fixed speech.vox being generated even if you had no speech
- Fixed transparency being lost when importing an 8-bit character into a hi-colour
game
- Fixed the last imported image file being locked by the editor
- Fixed template generation failing if the template had speech or translations
- Fixed template generation saying it was successful even when it failed
- Fixed Create New Game not putting music/sound files in the sub-folders
- Fixed dynamic arrays not working if you had Left-to-right Precedence turned off
- Fixed view preview not flipping frames if they were being scaled down
- Fixed view preview not being updated if you changed the currently displayed
sprite's Flipped setting
- Fixed script editor function list not including extender functions
- Fixed editor crash if you deleted a GUI control whilst in the middle of dragging
it around
- Fixed editor crash if you deleted the Compiled folder while it was running
- Fixed editor crash if you selected a whole line of script and then pressed F1
- Fixed error generating voice acting script if there was a player.Say line in the
script with no indentation