This update fixes a number of regressions found in 3.6.1, and few more minor things.
Editor:
- Fixed Log Panel could not be shown again using menu command if it was closed by pressing "x" button.
Engine:
- Removed "supersampling" option from OpenGL renderer for now, as it's not consistent with the other renderers and not maintained properly.
- Allow game to call DynamicSprite.CreateFromDrawingSurface() and CreateFromBackground() with zero or negative size, clamping it to 1x1, in consistency with Create().
- Fixed Software render crashes if rendering in "game_start" script (for instance, if there's a call to Display).
- Fixed some TextBox keys were still tested while interface is disabled.
- Fixed old-style InventoryScreen dialog not letting to select an item.
- Fixed mouse cursor being visible during fade-out and fade-in transitions (this applies to texture-based renderers, Software renderer historically displays a cursor during fade-out, and that cannot be fixed easily at the moment).
- Fixed room objects and characters not drawn in correct positions if FadeIn() command was called in "room load" event.
- Fixed Crossfade and Dissolve transitions not rendering correctly in old-style letterboxed games.
- Fixed one extra frame drawn before Crossfade or Dissolve fade-in starts, causing a room to "blink".
- Fixed couple of potential crashes occuring during render after RunAGSGame() command.
- Fixed unnecessary warning about "dynamic sprite not deleted" displayed on exit for sprites generated by textual overlays.
- Fixed IAGSEngine.SimulateMouseClick() in plugin api causing stack overflow due to infinite recursion.
- Fixed old-style letterbox viewport getting broken after loading an old pre-3.5.0 save.
Android:
- In AGS Player removed currently unused "Super sampling" and "Drop video frames" preference settings.
Winsetup:
- Added config option to disable fullscreen mode selection.
- Fixed "graphics filter" option not displaying a correct initial selection.