github adventuregamestudio/ags v.3.6.0.25
v.3.6.0.25 - Beta 5

latest releases: v4.0.0.9, v3.6.1.28, v3.6.1.27...
pre-release2 years ago

3.6.0 Beta release, for public test.

Editor

  • Fixed extracting room template files (other than the blank template).
  • Fixed editor displaying unhandled exception if the room script which user is trying to open was missing. Instead it will now open a blank script.

Compiler

  • Support using float literals when defining default values for function arguments.

Script API

  • Extended all Animate() commands by adding "volume" parameter, that defines relative volume of the frame-linked sounds for the duration of this animation.
  • Added Character.AnimationVolume, defining relative volume of the frame-linked sounds.
  • Added Overlay.CreateRoomGraphical and CreateRoomTextual. Use these two functions to create "room overlays": that is - overlays that display a sprite inside the room, sorted among other room objects, characters and walk-behinds.
  • Added readonly Overlay.InRoom property that tells if this is a room or screen overlay.
  • Extended Overlay.CreateGraphical() with a new "clone" parameter that tells whether to assign a sprite index, or make a sprite's copy owned exclusively by this overlay. The former will save program memory but make overlay update if the sprite is edited later. The latter is meant primarily for backwards compatibility. Overlay.CreateRoomGraphical has the same param. Default is false (don't clone).
  • Added Overlay.Graphic property that lets you change overlay's sprite after it's created.

Engine

  • Perfomance improvement to overlays: engine will not make a sprite copy when they are created whenever possible (non-dynamic sprites), or when told not to by the script command that creates a custom overlay.
  • When reporting script errors, engine will print callstack for all the active script "threads": for example, if there's Wait() function called and error happened in repeatedly_execute_always, then it will print both actual error's location, and Wait() call's location.
  • Added "load_latest_save" and "show_fps" options to config (in "[misc]" category).
  • Fixed overlay may fail to be created sometimes, if previously another overlay had been forcefully removed when changing rooms (this is an ancient bug which existed for many years).
  • Fixes GUI controls not getting redrawn in correct locations if they were moved at runtime.
  • Fixed script's String type could be stored in game saves with a wrong length.
  • Fixed Game.InputBox() duplicating key input if new key handling mode is active.

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