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Releases: adventuregamestudio/ags

v3.6.1 - P2 (3.6.1.24)

01 May 19:49
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This is a 3.6.1 Patch 2.

Editor:

  • Fixed few potential program errors for "Generate Keystore" in Android preferences.
  • Fixed external processes (such as test game runs) were started using ShellExecute, which could theoretically lead to unintended results.

Engine:

  • Fixed String.Replace crashing the engine if the resulting string exceeds 3000 bytes.
  • Fixed releasing a mouse button could cause double "on_event" call (with eEventGUIMouseUp).
  • Improved rendering of TTF fonts which have glyph sizes surpassing declared font's height.
    This fixes the look of text on gui controls, and automatic outlining on these fonts.
  • Fixed a dialog shown with InputBox() function drawing typed text beyond text box'es border.
  • Fixed custom dialog options in the "old mode" not triggering redraw when the active option changes.

v3.6.1 - P1 (3.6.1.23)

08 Apr 19:27
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This is a 3.6.1 Patch 1. Unfortunately there was a serious problem found soon after 3.6.1 release announcement, releated to dynamic sprites (see below). This patch aims to fix that, and also fixes few less critical regressions.

Editor:

  • Fixed View's frame preview sometimes drawn incorrectly, in case of certain panel sizes.
  • Fixed folding in the script editor not working correctly if there's a commented closing bracket ("//}") inside this code section.
  • Fixed Editor sometimes failing to update game exe's file information and/or icons, if user was importing any sprites during this working session.

Engine:

  • Fixed room objects not updating under Direct3D/OpenGL renderer, if they were assigned a dynamic sprite, then that sprite was deleted, and a new one assigned with coincidentally same ID.
  • Fixed room objects not updating under Software renderer, if they were assigned a dynamic sprite, and that sprite was modified while object was not visible on screen.
  • Fixed inventory cursor's crosshair not displayed (when enabled in game settings).

3.6.1 Release

01 Apr 17:26
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This is a stable 3.6.1 release. The contents of this update are listed in Changes.txt as usual.

If you're making games with this, please be sure to read "Upgrading to 3.6.1" article in the manual.

People who were working on this release:
@AlanDrake
@edmundito (fixes for OSX and iOS)
@ericoporto
@ivan-mogilko
@tag2015 (fixes)

v3.6.0 - P11 (3.6.0.58)

01 Apr 15:17
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Editor:

  • Fixed exception in Room Messages editor occuring if a certain game's Character is missing.

Engine:

  • Fixed disabled GUIs not hiding their controls if "Hide all their controls" disabled style is set in General Settings, and game is run with Direct3D or OpenGL renderers.
  • Fixed "greyed out" GUI controls leaving traces on parent GUIs when running with Software renderer.
  • Fixed text parser in Dialog Options not working correctly if "new key handling" mode is on.
  • Fixed DynamicSprite.SaveToFile() return value was inverse (regression in 3.6.0).
  • Fixed engine crash in GetHotspotProperty() if the function is called with invalid ID.
  • Fixed room Camera may fail to restore its position in the room after loading a save.
  • Fixed fonts may not be assigned correct parameters when a new game is launched by calling RunAGSGame() in script (regression since 3.6.0 or 3.5.*).

Compatibility:

  • Fixed engine refusing to load saves made by 3.2.0 engine, although being capable to do so.

v4.0.0.4 (AGS 4.0 Early Alpha 9)

15 Mar 15:44
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Pre-release

This is AGS 4.0 Early Alpha 9.

Contains updates and fixes from 3.6.1 Beta RC6 (except ones related to backwards compatibility).

Other changes:

Editor:

  • Fixed 8-bit images imported and converted for a 32-bit game to not get their colors clamped to a low-precision palette.
  • Fixed 8-bit rooms not being usable in the new Editor version (regression in AGS 4).
    NOTE: 8-bit backgrounds are still not working fully correct in this version, new imported bgs do not have their palette remapped.
  • Fixed Room Editor can crash when working with non-32bit rooms (regression in AGS 4).

Script API:

  • Added VideoPlayer struct, which provides means of playing non-blocking videos rendered onto a sprite that may be displayed on any game object.

Engine:

  • Camera will not follow a disabled player character.
  • Fixed error occuring when trying to make a screenshot while running Direct3D renderer (regression in AGS 4).
  • Fixed sprites leaving traces on background while running Software renderer (regression in AGS 4).

v3.6.1 - RC6

12 Mar 23:41
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v3.6.1 - RC6 Pre-release
Pre-release

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.

v4.0.0.3 (AGS 4.0 Early Alpha 8)

21 Feb 06:35
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Pre-release

This is AGS 4.0 Early Alpha 8.

Contains updates and fixes from 3.6.1 Beta 16 to RC5 (except ones related to backwards compatibility).

Other changes:

Editor:

  • Added Enabled and Visible properties to Characters, Enabled property to Room Objects.
  • Added FaceDirectionRatio property to General Settings, Room and Walkable Areas.

Script API:

  • Added WalkableArea and Walkbehind structs which let work with these region types in OO-style.
  • Added Character.Enabled and Visible properties, added Object.Enabled property, Character.on is deprecated.
  • Added Game.FaceDirectionRatio, Room.FaceDirectionRatio, WalkableArea.FaceDirectionRatio and Character.FaceDirectionRatio.
  • Added File.Rename().
  • ListBox.FillSaveGameList(), RestoreGameDialog() and SaveGameDialog() now let define a range of save slots for display.
  • Added MoveSaveSlot() which renames a savegame.
  • Added "walkarea[]" and "walkbehind[]" global arrays.
  • Global arrays of game objects (Characters, GUIs, etc) are now declared as arrays of object pointers. From the user's perspective this is a mere formality, as working with these arrays will be syntactically same, but this makes it easier for the engine to handle these arrays and objects internally.
  • Removed Object.MergeIntoBackground() function as redundant, and complicating Object's logic.

Engine:

  • AudioChannel.Position and PositionMs no longer return a very large value while skipping cutscene.
  • DeleteSaveSlot() no longer causes highest save to be renamed to fill a gap in saves.

v3.6.1 - RC5

20 Feb 23:32
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v3.6.1 - RC5 Pre-release
Pre-release

Updated to have all fixes from v3.6.0 - P10.

Other changes:

Editor:

  • Fixed in room editor character and object sprites drawn without transparency.

Engine:

  • Fixed a crash when trying to initialize OpenGL renderer, specific to systems with AMD/ATI video cards.

v3.6.0 - P10 (3.6.0.57)

20 Feb 21:13
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Editor:

  • Fixed a warning condition for copying 32-bit bitmaps to a desktop clipboard of less color depth.
  • Fixed keyboard shortcuts for GUI Editor's Copy and Paste commands.
  • Fixed a rare exception when scrolling the room in the editor.
  • Fixed "Auto-number speech lines" and "Create voice acting script" operations failing if a Character's name contains underscore.

Compiler:

  • Fixed escaped character literals not being parsed correctly. This makes character literals like '\n' and '\t' actually work in script.

Engine:

  • Updated SDL_Sound library to 2.0.3.
  • Improved OpenGL texture management, which should result in less system and video memory spent on sprite textures.
  • Fixed Character.AddWaypoint() potentially using wrong walkspeed, if multiple characters or objects are ordered to start a non-blocking move in a mixed order.
  • Fixed Character.AddWaypoint() is using incorrect speed if this room has a non 1:1 mask resolution, and "Scale speed with mask resolution" setting is enabled.
  • Fixed Overlay.Create() crashing the engine if a non-existing sprite is passed as an argument.
  • Fixed Say("...") command get stuck in endless loop if Speech.DisplayPostTimeMs is non-zero.
  • Fixed PlayFlic() not working if called second time in game. This is likely a regression since 3.6.0.
  • Fixed NumPad keys not handled properly by the engine (in on_key_press, IsKeyPressed, and TextBox control). This is a regression since 3.6.0.
  • Fixed OpenGL renderer causing scaled sprites to have colored outlines sometimes while using Linear filter.

v3.6.1 - RC4

03 Feb 18:24
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v3.6.1 - RC4 Pre-release
Pre-release

Editor:

  • Fixed "Auto-number speech lines" and "Create voice acting script" operations failing if a Character's name contains underscore.

Compiler:

  • Fixed escaped character literals not being parsed correctly. This makes character literals like '\n' and '\t' actually work in script.

Engine:

  • When Texture Cache is comparable in capacity to the Sprite Cache, the engine will skip storing raw sprites in the cache when creating textures from them, in order to avoid meaningless duplicate memory usage.
  • Ensure that when Overlays have identical ZOrder they will be sorted in the order of their creation. Besides convenience, this is also meant to restore historical behavior from before Overlay.ZOrder property was introduced.
  • Improved OpenGL texture management, which should result in less system and video memory spent on sprite textures.
  • Fixed OpenGL renderer causing scaled sprites to have colored outlines sometimes while using Linear filter.

Windows:

  • 32-bit Windows engine is now built as "large address aware" program, which will allow it to use up to 3 GB of RAM on 32-bit systems and 4 GB of RAM on 64-bit systems (was 2 GB previously).

WinSetup:

  • Added options to disable particular graphic drivers and graphic driver selection.