github adventuregamestudio/ags v.3.5.0.25

latest releases: v3.6.1.23, v3.6.1.22, v3.6.0.58...
3 years ago

This is a 3.5.0 Patch 3.

Editor:

  • In room editor adjusted the object selection bar's visual style, made dropdown buttons larger
    and easier to click on.
  • Made room editor display "locked" cursor consistently when whole object/area group is locked,
    and when over locked Edges.
  • Fixed room editor failing to initialize if currently selected object's name exceeded navigation
    bar's width.
  • Fixed some panels were not upscaling sprite previews in low-resolution projects as intended.
  • Fixed ViewFrame's default Sound value set as "-1 (unknown)" (should be "none").
  • Fixed "Change ID" command did not affect order of game objects in a compiled game until a
    project was reloaded in the editor.
  • Fixed "Change ID" command on a View restricted max ID to a wrong number (lower than normal).
  • Fixed Character preview was not updated when View ID is changed.
  • Fixed Room editor displayed character incorrectly when its ID is changed.
  • Fixed import of room scripts when loading an old game made by AGS 2.72 or earlier.
  • Fixed another unhandled exception occuring when Editor was about to report "unexpected error".

Engine:

  • RunAGSGame() will now automatically reset translation to Default before starting new game,
    to prevent situations when new game will be trying to init a translation from previous game.
  • Character speech will be now displayed relative to the first found viewport the character is
    seen in, or the one which camera is closest to the character in the room.
  • Fixed crash when deleting custom Viewport in a non-software graphics mode.
  • Fixed Viewport.Camera not handling set null pointer properly (should disable viewport now).
  • Fixed Screen.RoomToScreenPoint()/ScreenToRoomPoint() functions were converting coordinates
    always through camera #0, instead of a camera actually linked to the primary viewport.
  • Fixed Screen.AutoSizeViewportOnRoomLoad property was forcing always camera #0 to align itself
    to the new room, instead of a camera actually linked to the primary viewport.
  • Fixed speech vertical position was not correctly calculated if the room camera is zoomed.

Linux:

  • Fixed script floats were printed according to system locale rules and not in uniform one.

Windows:

  • Again fixed game becoming minimized when quitting with error from the Direct3D fullscreen.

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