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REVISION HISTORY ================ VERSION 3.5.0 - Patch 3, July 2020 Editor: - In room editor adjusted the object selection bar's visual style, made dropdown buttons larger and easier to click on. - Made room editor display "locked" cursor consistently when whole object/area group is locked, and when over locked Edges. - Fixed room editor failing to initialize if currently selected object's name exceeded navigation bar's width. - Fixed some panels were not upscaling sprite previews in low-resolution projects as intended. - Fixed ViewFrame's default Sound value set as "-1 (unknown)" (should be "none"). - Fixed "Change ID" command did not affect order of game objects in a compiled game until a project was reloaded in the editor. - Fixed "Change ID" command on a View restricted max ID to a wrong number (lower than normal). - Fixed Character preview was not updated when View ID is changed. - Fixed Room editor displayed character incorrectly when its ID is changed. - Fixed import of room scripts when loading an old game made by AGS 2.72 or earlier. - Fixed another unhandled exception occuring when Editor was about to report "unexpected error". Engine: - RunAGSGame() will now automatically reset translation to Default before starting new game, to prevent situations when new game will be trying to init a translation from previous game. - Character speech will be now displayed relative to the first found viewport the character is seen in, or the one which camera is closest to the character in the room. - Fixed crash when deleting custom Viewport in a non-software graphics mode. - Fixed Viewport.Camera not handling set null pointer properly (should disable viewport now). - Fixed Screen.RoomToScreenPoint()/ScreenToRoomPoint() functions were converting coordinates always through camera #0, instead of a camera actually linked to the primary viewport. - Fixed Screen.AutoSizeViewportOnRoomLoad property was forcing always camera #0 to align itself to the new room, instead of a camera actually linked to the primary viewport. - Fixed speech vertical position was not correctly calculated if the room camera is zoomed. Linux: - Fixed script floats were printed according to system locale rules and not in uniform one. Windows: - Again fixed game becoming minimized when quitting with error from the Direct3D fullscreen. |
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