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.