github adventuregamestudio/ags v4.0.0.30
v4.0.0.30 (AGS 4.0 Alpha 34)

pre-release3 hours ago

This is mostly a bug fixing update. Many fixes are shared with 3.6.3 version.

Editor:

  • In GUI Editor new Labels will be created non-Clickable by default. Historically engine would unconditionally disable all Labels on game startup, hence overriding project settings. Now this property is fully under user's control. (Older projects will have Labels disabled on import.)
  • Room Editor supports Del key for deleting objects.
  • Made it so that in Log Panel's config Output and Filter settings are synced: when user decreases any Output level the respective Filter level will be adjusted to be not higher than that, and when user increases any Filter level the respective Output level will be adjusted to be not lower than that.
  • Made it so that when Editor recreates a spritefile from sources, it would also created a new sprite index file (sprindex.dat).
  • Editor's setting "Popup message on compile" will be applied when saving rooms too.
  • Fixed Editor crashing on launch when there's a game with a very long name present in "Recent Games" list.
  • Fixed window may appear offscreen on program launch if number of active monitors have changed since the previous session.
  • Fixed upgrading inventory item's hotspot property in older games: hotspot 0,0 should be converted to a hotspot centered in item's cursor graphic.
  • Fixed upgrading buttons with no text and no graphic in older games: they were supposed to be not drawn in previous versions, so when updating to the current version they will have their SolidBackground and ShowBorder properties set to false.
  • Fixed Project Tree and View Selection tree controls flickering when being hovered over by a mouse cursor.
  • Fixed Custom Properties loosing their "applies to" setting under some circumstances.
  • Fixed incorrect view's preview behavior on the Character pane.
  • Fixed a potential crash occuring after removing a linked function from the Character's event table, and rebuilding the game.
  • Fixed that if a room was loaded for editing, its recent script changes would not be included when compiling the game.
  • Fixed Room's navigation bar to not close the dropdown list whenever the mouse cursor hovers another item on the horizontal list.
  • Fixed clicking on a room background when in the "Character" or "Object" mode does not select the Room in the property grid.
  • Fixed missing comments for Type.GetByName() script functions.
  • Fixed autocomplete in script not processing indexed attributes properly.
  • 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 Editor compiling a Web/Emscripten game build generated a faulty "my_game_files.js" if the game's filename contains single quote marks (apostrophes). This mistake would result in game not being able to launch in the browser.
  • 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.
  • Fixed automatic game build on /compile exiting the program with a error code if there were only script warnings.
  • Fixed AudioCache and Speech files were not included when creating a template from the game, or performing a backup during older game's upgrade.

Compiler:

  • Fixed crash that could occur when analyzing function with string formatting for mistakes, if it does not have enough arguments.

Engine:

  • Dont unconditionally disable all Labels (setting them non-clickable) on game start. Keep the property value from the editor instead.
  • Game.SimulateKeyPress() now supports composite key codes, such as eKeyCtrlA, and simulates two key presses in this case (regular and mod key).
  • Loading translation in game will also switch speech text's and dialog option's alignment setting depending on the translation's text direction setting (LTR or RTL), unless the option is assigned a "center" alignment.
  • Write dialog option text into saves only if it was changed in script. This allows to modify the option texts in game and not have this update lost when an older save is restored.
  • Fixed mouse cursor's starting position to be in the center of the actual game's resolution, and not at (160, 100) as if it's always 320x200.
  • Fixed speech skip key setting not working properly if it's assigned any letter key.
  • Fixed joystick button presses not always registering.
  • Fixed "Speech.SkipKey" property used with gamepad buttons (could prevent gamepad from skipping speech completely).
  • Fixed translation's font override not being parsed in certain case.
  • Fixed crash occuring when a font override from translation is referencing a wrong base font.
  • Fixed a Room applying special view for the player character did not adjust the loop to be within a valid range.
  • Fixed loop range limit used when selecting a suitable loop after changing to another normal view or unlocking a temporary view. Previously, it seems, it used full range of loops in the current
    normal view, now it should use only first 4 or 8 standard standing loops (depending on "use diagonal loops" setting).
  • Fixed audio queue being reset when restoring a save.

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