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Releases: adventuregamestudio/ags

v3.6.1 - RC4

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

v3.6.1 - RC3

22 Jan 18:59
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v3.6.1 - RC3 Pre-release
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Engine:

  • Updated to SDL 2.28.5 and SDL_Sound 2.0.3+.
  • Display critical alerts as message boxes on all platforms that support that (unless engine is run with "--no-message-box" parameter).
  • Fixed failing comparison between character[] script array's element and a Character* pointer (regression since the recent 3.6.1 RC).

iOS:

  • Fixed some game elements could potentially be rendered incorrectly in "Render in screen resolution" mode.

v3.6.1 - RC2

11 Jan 17:18
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v3.6.1 - RC2 Pre-release
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Editor:

  • Adjust sprite's import settings after "Crop sprite edges" command; this would ensure that this sprite is restored from source file keeping the cropped size.
  • Fixed "\[" escaped sequence not saved correctly in game properties (GUI Label, etc) (regression since 3.6.1 Beta).
  • 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.

Engine:

  • 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 loading pre-3.* games could lead to a memory corruption (regression in RC1).
  • Fixed audio not playing when loaded from the game package (regression in RC1).

v3.6.0 - P9 (3.6.0.56)

09 Jan 14:16
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This is a emergency hotfix for the recent 3.6.0 Patch 8.

Engine:

  • Fixed engine incorrectly reporting a script loading error, which may occur if the total size of script's global variables is bigger than the size of the compiled bytecode.

v3.6.1 - RC1

06 Jan 14:20
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v3.6.1 - RC1 Pre-release
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This is 3.6.1 Release Candidate 1.

No significant changes since v3.6.1 - Beta 16; only updates for the game templates and the manual.

The full changelog for 3.6.1 may be found here:
https://github.com/adventuregamestudio/ags/blob/v3.6.1.16/Changes.txt

v3.6.0 - P8 (3.6.0.55)

06 Jan 12:37
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Editor:

  • Fixed command "Crop sprite edges" in the Sprite Manager would copy import settings from the completely unrelated sprite onto the cropped one.

Engine:

  • Fixed @GAMENAME@ label not updating if Game.Name property is changed at runtime.
  • Fixed System.ColorDepth was reporting a final display resolution, while it should report game's native resolution for historical reasons.

Compatibility:

  • Fixed "upscale" mode not working for "default" game resolution in pre-3.1 games (the hidden meaning of "default" is 320x200 also).

Windows:

  • Fixed a rare bug when the Windows engine could fail loading the game for no good reason.
    This error is related to a bug in Windows SDK 8.1.

v3.6.1 - Beta 16

28 Dec 14:51
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v3.6.1 - Beta 16 Pre-release
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This is a minor update, done soon after 3.6.1.14 (Beta 15) because there had to be a change in game save format.
WARNING: this update makes any runtime saves done in Beta 15 incompatible. We're sorry for this inconvenience.
(Older saves WILL work.)

Changes in this update:

Editor:

  • Fixed a rare exception when scrolling the room in the editor.

Engine:

  • Remade changes to a save format introduced by 3.6.1.14 (Beta 15). Saves done by a 3.6.1.14 engine will no longer load correctly. (This does not affect any older saves.)
  • Engine will now safeguard plugin's reading and writing of game saves, so that any mistakes done by plugins won't affect other parts of a save.
  • Fixed Character.Name property's was not returning a new value in case if deprecated Character.name field was written to using a old-style string function like StrCopy (regression since Beta 15).
  • Fixed PlayMP3File() crashing with null ptr access (regression since an earlier 3.6.1 Beta).
  • Fixed PlayMP3File() function limiting filename argument by an arbitrary number of characters.

Engine Plugin API:

  • Fixed IAGSStream::Seek return value - should return new position now, instead of true or false.

v4.0.0.2 (AGS 4.0 Early Alpha 7)

22 Dec 03:19
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This is AGS 4.0 Early Alpha 7.

Contains updates and fixes from 3.6.1 Beta 13 to 15 (except ones related to backwards compatibility).

Other changes:

Editor:

  • Fixed occasional crash when scrolling the room in the editor.
  • Fixed room not getting recompiled with a new content if a background or a mask was modified externally.

Scripting:

  • Multi-dimensional dynamic arrays, also known as "jagged arrays". These are arrays of arrays, where each parent array's element has to be created separately, but may be of any independent length.
  • Regular arrays of dynamic arrays: that is a regular array where each element is a pointer to a dynamic array of the same type.
  • Dynamic arrays of regular structs.

v3.6.1 - Beta 15

21 Dec 22:18
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v3.6.1 - Beta 15 Pre-release
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Common features:

  • Removed length limits for: Game name, savegame folder, Character's script name and regular name (description), Inventory item's name (description), Mouse cursor's script name, Audioclip's script name.

Editor:

  • For non-Windows build targets Editor will fix config containing Direct3D graphics driver option and set OpenGL instead.
  • Fixed sprites may get wrong transparency settings after "Crop sprite edges" operation.
  • Fixed deleting collapsed "region" in script would sometimes lead to portion of the script undeleted but staying invisible.
  • (Possibly) Fixed a "Index out of range" exception in Script editor, related to the "script location" drop-down list, which could occur at random circumstances while working with the script, and any Color Theme is enabled.

Engine:

  • Print some info about memory usage when reporting a "Out of memory" error.
  • Fixed Display and Say commands treating the second met "&" sign as a voice-over token too (they must only check the first one in string).
  • Fixed @GAMENAME@ label was not updated if Game.Name got changed in script.
  • Fixed a crash when switching to a cursor mode which has no sprite assigned (regression in previous Beta).

Engine Plugin API:

  • Expanded IAGSStream interface, which was added in previous Beta.

iOS:

  • Updated port for 3.6.*.

Windows:

  • Fixed a rare bug when the Windows engine could fail loading the game for no good reason. This error is related to a bug in Windows SDK 8.1.

v3.6.1 - Beta 14

04 Dec 10:32
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v3.6.1 - Beta 14 Pre-release
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Contains all the fixes from 3.6.0 Patch 7

Other changes:

Editor:

  • When run with "/compile" argument Editor will print all messages to the console (stdout), instead of displaying modal message windows.

Script API:

  • Added Game.PrecacheSprite() and Game.PrecacheView(), which preload certain sprites and linked frame sounds into the engine's cache memory.