github adventuregamestudio/ags v3.6.3.14
v3.6.3.14 - RC3

pre-release2 hours ago

This is 3.6.3 RC3.

Common:

  • Increased max number of Room Backgrounds to 256 per room (was 5).

Editor:

  • Added HotspotAlignment property to InventoryItems. The HotspotX,Y properties now define the offset relative to the aligned position.
  • Added "Compile all" command to the Translations node context menu.
  • Editor's setting "Popup message on compile" will be applied when saving rooms too.
  • Translation font overrides now also allow to apply new properties over certain existing game font, besides specifying a font file.
  • Fixed GUI update when upgrading a game made in previous versions: buttons with no graphic and no text were supposed to be not drawn, we emulate that by turning their background and border off using new properties.
  • Fixed Inventory items update when upgrading a game made in previous versions: item's cursor hotspot 0,0 is supposed to have be centered in the graphic.
  • Fixed autocomplete crashing if there's an unclosed string literal in script.
  • Fixed autocomplete registering non-existing variables if a string literal contained a variable declaration syntax as a part of a string.
  • Fixed script editor hanging forever when there's a "]" character typed right at the beginning of a new line.
  • Fixed that Editor would recompile all rooms over again whenever a project was just upgraded from the new version, and any errors were found in script(s) during game recompilation. Now it will only recompile those rooms which were either modified or not compiled yet.

Script API:

  • Added new game-wide option OPT_DIALOGOPTIONSDRAWMODE that lets explicitly select dialog options looks between default or custom rendered mode. This option uses DialogOptionsDrawMode enum.
  • Added DialogOptions.DrawMode property and DialogOptionsDrawMode enum.
  • Added InventoryItem.CursorHotspotAlignment property.

Engine:

  • Consistent GUI translation: the values of textual properties will never be automatically translated on assignment or reading them, only the text displayed on screen will be translated.
  • Added "no_textprop_autotranslate" config option into "override_behavior" section (do not translate the GUI text property values).
  • Engine now defines certain mistakes in script function use as "serious mistake" (such as trying to call a function for a non-existing object). When such mistake is met, engine will only print a message to the log if the game was compiled in Release mode, or quit the game with a error popup if the game was compiled in Debug mode. The former is done to let player continue playing the game despite the error, while the latter brings immediate attention of the game developer.
  • Fixed a Room applying special view for the player character did not adjust the loop to be within a valid range.
  • Fixed Debug(0) script command that gives all inventory items reducing inventory quantity to 1. Now it should keep whatever amount player character have had, if it's higher than 1.
  • Fixed potential crash which could occur if script is trying to access certain Room Object's properties via 'object[]' array in a Room that has no objects or does not have this specific object.
  • Fixed potential crash which could occur when running pre-3.6.0 games and trying to display a label with text using a font which was not loaded for any reason.
  • Fixed the speech text alignment getting modified by translation's "text direction" setting even when it's initially centered (should only be affected by translation when left or right aligned).
  • Fixed that when character's walking loop is adjusted into the valid range, the character with diagonal loops will be restricted to first 8 loops (was not restricted correctly previously). This is a complementary fix to a earlier fix in 3.6.3 RC2.

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