github adventuregamestudio/ags v3.6.1.2
v3.6.1 - Beta 3

latest releases: v4.0.0.10, 4.0.0.10, v3.6.2.2...
pre-release16 months ago

Changes in 3.6.1 - Beta 3

Editor:

  • In Sprite Manager added command "View" -> "Show filenames" which toggles display of a sprite's source filename under the sprites.
  • During sprite export Editor will display a proper progress dialog.
  • Added Translated property to all GUI Controls (was available only in ListBox). Translated property tells whether this control's text has to be translated, and applied text direction (in right-to-left text mode).
  • Reverted Editor's "dpi awareness" (possibly temporarily), as in current state it was causing disproportional scaling of Editor and editor plugins' panels on Windows 10+ with enabled desktop scaling.
  • Fixed importing SCI fonts with >128 chars.
  • Fixed font preview did not properly display characters with indexes 128-255 (regression since 3.6.0).
  • Fixed full spritefile recreation would write duplicate sprites into the spritefile, if game project (Game.agf file) contained multiple sprites with same ID for any reason (for example, if they were added by manually editing Game.agf).

Script API:

  • Added Game.ResetDoOnceOnly(), which completely resets all DoOnceOnly instances.

Engine:

  • Performance improvement to creating, deleting and manipulating Overlays; allows the game to have thousands of those with much less slowing down.
  • Buttons, ListBoxes and TextBoxes now support Right-to-left text direction.
  • DrawingSurface.DrawString now supports Right-to-left text direction.
  • Object.SetView now lets invalid loop and frame values, and fallbacks to using loop 0, frame 0, printing a warning. This is also consistent with backwards-compatble SetObjectFrame() behavior.
  • Engine will disable vsync in a "infinite fps" mode, because vsync prevents getting more fps.
  • Engine will force any in-game debug messages to be displayed in standard message boxes, disregarding game's "Display all messages as speech" option.
  • Fixed character & object tint usage was inverted: applied ambient tint when told to use explicit one, and vice-versa (regression in previous 3.6.1 Beta).
  • Fixed speechlines were adjusting their Y position while trying to not overlap GUIs even when these GUIs are completely offscreen.
  • Fixed first Sierra-style speechline in a sequence was adjusting its Y position without need when GUIs are set to be hidden during game pause (this includes blocking speech). Normally, the speechlines are adjusting their Y position in order to not overlap GUIs, but when GUIs are hiding during speech there should not be any need to do so.
  • Fixed GUI controls were not redrawn right after option OPT_RIGHTTOLEFT is changed in script.
  • Fixed "noloopcheck" script function modifier was not handled correctly sometimes (regression in 3.6.0).

Engine Plugin API:

  • Fixed IAGSEngine.GetFontType() incorrectly reporting TTF font type for WFN fonts with more than 128 characters.

Compatibility:

  • Fixed Object.SetView() and SetObjectFrame() not treating -1 for loop and frame as "keep previous values" in older games.

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