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Releases: adventuregamestudio/ags

v3.6.1 - Beta 8

01 Sep 16:26
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v3.6.1 - Beta 8 Pre-release
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Changes in 3.6.1 - Beta 8

Common features:

  • Implemented Deflate compression option for sprites.

Editor:

  • Fixed Line tool in the Room Editor triggering sometimes after a context menu was called with Shift + RMB.
  • Fixed Autocomplete not treating certain struct members as "static" or "protected" if their declaration is too long.

Engine:

  • Fixed Character's idle animation getting reset to frame 0 when the speech is played without a valid speech view (idle animation should continue playing in such case).
  • Fixed idle animation sometimes not starting immediately after Character finishes walking.
  • Fixed a crash occuring if script tries to get or set a custom property for a non-existing Room Object (this seem possible to do by iterating over object[] array).
  • Fixed invalid gui could be interacted with if a previous interaction displayed a message box on screen, sometimes leading to engine crashes (regression since the previous Beta).

Compatibility:

  • Implemented "dataver_for_legacysaves" override option in config, which lets to instruct the engine which game data version to assume when loading legacy (pre-3.5.0) saves. This "hack" appeared to be necessary because of a mistake done during development of the older engine versions, where the save format was changed, but engine was made to rely on the game data version instead of incrementing save format index.
  • Fixed engine could try to load game data from game.exe without checking whether data is actually appended to it when restoring a legacy save in a game with a different file structure.
  • Fixed number of GUI elements were not tested when loading a legacy save, which could lead to GUI data getting overwritten incorrectly without a warning if number of controls changed since.

Plugins:

  • Fixed potential "index out of bounds" exceptions in the built-in PalRender plugin.

v3.6.1 - Beta 7

20 Aug 00:31
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v3.6.1 - Beta 7 Pre-release
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Changes in 3.6.1 - Beta 7

Contains all fixes from 3.6.0 Patch 4.

Editor:

  • In Dialog Script editor support most Edit menu and context menu commands from the regular Script editor, with a few exceptions.
  • Added "Replace with all sprites from folder" command to the View editor's context menu.
  • For Audio Clips in the project tree added "Force Reimport", "Force reimport all file(s)" and "Replace Source File" context menu commands.
  • For Output Panel added "Copy selection" context menu command.
  • Improved LipSync panel looks in case user's system has display scaling option enabled.

Engine:

  • Support handling multiple mouse clicks per game frame, similar to how multiple key presses were supported since 3.6.0.
  • Fixed program crash occuring when trying to get a screenshot from a save which does not contain one (regression in previous 3.6.1 Betas).

Android:

  • Fixed crash in AGS Player when opening a games directory for browsing a list of games (regression in previous 3.6.1 Betas).

v3.6.0 - P4 (3.6.0.51)

06 Aug 23:13
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This is a 3.6.0 Patch 4.

Editor:

  • Export Game's Title into translations.
  • Fixed Game.agf was not created after importing a 2.* game project (regression in 3.6.0).

Engine:

  • Character.AnimationVolume property is now applied to the portrait animation as well.
  • Removed few of the less important game messages from logging, because they may quickly clutter the log under some circumstances.
  • Fixed when animating a character portrait, the first frame's linked sound is not played.
  • Fixed IsSpeechVoxAvailable() returning positive result if run from IDE and Speech folder is empty.
  • Fixed speech and messages were skipped by modifiers and other special keys (Ctrl, Alt, etc).
  • Fixed crash occuring when you resize DynamicSprite while it is displayed on screen.
  • Fixed audio clip started right before a ChangeRoom would not play until after the room changes.
  • Fixed in Software display mode the room Overlays may not be properly covered by a walk-behind under very specific conditions.
  • Fixed System.Log() would cause engine crash if there are more format placeholders than args.
  • Fixed some game options that are not allowed to be changed at runtime could still be overwritten when restoring an old save, leading to a weird game behavior.

v3.99.106 (AGS 4.0 Early Alpha 3)

30 Jul 17:04
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This is AGS 4.0 Early Alpha 3.

Contains updates and fixes from 3.6.1 Beta 6.

Other changes:

Common:

  • Removed support for '[' as a linebreak character in text.

Editor:

  • Support loading PNGs with transparent chunks as Room Masks.

Engine:

  • Fixed flipped button frames displayed without transparent parts.

v3.6.1 - Beta 6

28 Jul 19:18
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v3.6.1 - Beta 6 Pre-release
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Changes in 3.6.1 - Beta 6

Editor:

  • Discontinued Source control integration functionality, removed "Put sound and sprite files in source control" option from General Settings.
  • Export Game's Title into translations.
  • Fixed Editor refusing to open a game if one of the translation files is missing.
  • Fixed Game.agf was not created after importing a 2.* game project (regression in 3.6.0).
  • Fixed Log Panel displaying recent messages with a delay.

Script API:

  • Expanded interaction functions for Character, Object, InventoryItem, Hotspot and Region types: now they all receive respective object's pointer as a parameter, similar to GUI event functions, as well as a cursor mode this interaction was run with, if applicable.
  • Added Object.AnimationVolume property, which works similar to Character.AnimationVolume.

Engine:

  • Character.AnimationVolume now applies to the portrait animation too.
  • Changed Object.SetView() to not play a frame's sound, which could lead to a duplicated sound play if Object.Animate is run right after.
  • Removed few of the less important game messages from logging, because they may quickly clutter the log under some circumstances.
  • Fixed deleted dynamic sprite leaving sprite slots marked as "taken" forever, which continuously increases the size of the sprites list at runtime (regression since previous 3.6.1 Betas)
  • Partially improved performance of repeated creation and deletion of a large number of dynamic sprites on each game update (regression since previous 3.6.1 Betas)
  • Fixed Buttons and ListBoxes using Translated property in reverse way (regression since previous 3.6.1 Betas).
  • Fixed debugger (editor) log output did not receive initial engine messages.

Web / Emscripten:

  • Fixed Safari cannot switch the game into fullscreen mode.

v3.6.1 - Beta 5

15 Jul 16:34
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v3.6.1 - Beta 5 Pre-release
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Changes in 3.6.1 - Beta 5

Editor:

  • Support '\n' linebreak character in the Label's Text and potentially other text properties.

Script API:

  • Added static File.ResolvePath() and File.Path attribute.

Engine:

  • Fixed IsSpeechVoxAvailable() returning positive result if run from IDE and Speech folder is empty.
  • Fixed speech and messages were skipped by modifiers and other special keys (Ctrl, Alt, etc). (regression since 3.6.0)
  • Fixed engine crash when trying to render a non-32bit sprite (regression since Beta 4).
  • Fixed ListBox.FillSaveGameList() fills the items in a wrong order (regression since Beta 4).
  • Fixed File.Open() fails if no location token is present in a path (regression since Beta 4).
  • Fixed walkable area 0's scaling is completely ignored by characters and objects (regression since Beta 4).

Plugin API:

  • Added IAGSEngine.ResolveFilePath() method, which resolves a script path (with location tokens) into a proper system filepath.

v3.6.1 - Beta 4

09 Jul 13:51
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v3.6.1 - Beta 4 Pre-release
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Changes in 3.6.1 - Beta 4

Editor:

  • Added TextureCacheSize and SoundCacheSize properties to Default Setup. These let configure the sizes of runtime texture and sound cache sizes respectively.
  • Fixed Labels don't draw text in preview (regression since the previous Beta 3).

Engine:

  • Implemented "texture cache", in addition to the existing "sprite cache". The texture cache keeps textures generated from raw sprites and lets reusing them, improving performance and reducing CPU workload. The actual impact is proportional to the game's resolution and amount of simultaneously animated objects on screen.
  • All the script File functions now treat paths in case-insensitive way (including subdirs), which makes them platform-independent.
  • Added new config settings in "graphics" section: "sprite_cache_size" (which replaces deprecated "cachemax" in "misc") and "texture_cache_size".

WinSetup:

  • Added options for setting texture cache and sound cache size.

v3.6.0 - P3 (3.6.0.50)

02 Jul 10:11
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This is a 3.6.0 Patch 3.

Editor:

  • Don't error when loading a room file which has unsupported number of events, instead these will be cut out. This may let e.g. use room templates from newer versions of AGS.
  • Sprite's default property is changed from deprecated Resolution setting to SourceFile.
  • Fixed full spritefile recreation would write duplicate sprites into the spritefile, if game project (Game.agf file) contained multiple sprites with same ID for any reason (for example, if they were added by manually editing Game.agf).
  • Fixed importing SCI fonts with >128 chars.
  • Fixed font preview did not properly display characters with indexes 128-255.

Engine:

  • Fixed "noloopcheck" script function modifier was not handled correctly sometimes.
  • Fixed a button with inventory placeholder did not update immediately when the active inventory is set.
  • Fixed textual GUIs were not redrawn immediately after a call to SetGameOption(OPT_RIGHTTOLEFT).

v3.99.105 (AGS 4.0 Early Alpha)

27 Jun 13:28
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This is AGS 4.0 early alpha (2).

Contains updates and fixes from 3.6.1 Beta 3.

Other changes:

Editor:

  • Fixed 24-bit room backgrounds could display fully transparent in the Editor after project upgrade.
  • (possibly) Fixed incorrect "script was modified externally" message occuring when it was not actually modified externally.

Compiler:

  • Fixed ++ and -- operators could be used wrongly as a binary op (like a ++ b), and compiler did not detect any error.

Engine:

  • Fixed character/object scaling not working at all, because of a typo in code.

v3.6.1 - Beta 3

26 Jun 14:25
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v3.6.1 - Beta 3 Pre-release
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Changes in 3.6.1 - Beta 3

Editor:

  • In Sprite Manager added command "View" -> "Show filenames" which toggles display of a sprite's source filename under the sprites.
  • During sprite export Editor will display a proper progress dialog.
  • Added Translated property to all GUI Controls (was available only in ListBox). Translated property tells whether this control's text has to be translated, and applied text direction (in right-to-left text mode).
  • Reverted Editor's "dpi awareness" (possibly temporarily), as in current state it was causing disproportional scaling of Editor and editor plugins' panels on Windows 10+ with enabled desktop scaling.
  • Fixed importing SCI fonts with >128 chars.
  • Fixed font preview did not properly display characters with indexes 128-255 (regression since 3.6.0).
  • Fixed full spritefile recreation would write duplicate sprites into the spritefile, if game project (Game.agf file) contained multiple sprites with same ID for any reason (for example, if they were added by manually editing Game.agf).

Script API:

  • Added Game.ResetDoOnceOnly(), which completely resets all DoOnceOnly instances.

Engine:

  • Performance improvement to creating, deleting and manipulating Overlays; allows the game to have thousands of those with much less slowing down.
  • Buttons, ListBoxes and TextBoxes now support Right-to-left text direction.
  • DrawingSurface.DrawString now supports Right-to-left text direction.
  • Object.SetView now lets invalid loop and frame values, and fallbacks to using loop 0, frame 0, printing a warning. This is also consistent with backwards-compatble SetObjectFrame() behavior.
  • Engine will disable vsync in a "infinite fps" mode, because vsync prevents getting more fps.
  • Engine will force any in-game debug messages to be displayed in standard message boxes, disregarding game's "Display all messages as speech" option.
  • Fixed character & object tint usage was inverted: applied ambient tint when told to use explicit one, and vice-versa (regression in previous 3.6.1 Beta).
  • Fixed speechlines were adjusting their Y position while trying to not overlap GUIs even when these GUIs are completely offscreen.
  • Fixed first Sierra-style speechline in a sequence was adjusting its Y position without need when GUIs are set to be hidden during game pause (this includes blocking speech). Normally, the speechlines are adjusting their Y position in order to not overlap GUIs, but when GUIs are hiding during speech there should not be any need to do so.
  • Fixed GUI controls were not redrawn right after option OPT_RIGHTTOLEFT is changed in script.
  • Fixed "noloopcheck" script function modifier was not handled correctly sometimes (regression in 3.6.0).

Engine Plugin API:

  • Fixed IAGSEngine.GetFontType() incorrectly reporting TTF font type for WFN fonts with more than 128 characters.

Compatibility:

  • Fixed Object.SetView() and SetObjectFrame() not treating -1 for loop and frame as "keep previous values" in older games.