ags: update to ags-3.4.0.8
Changes: VERSION 3.4.0, 2016 Common features: - Added support for building game for multiple platforms (Windows and Linux options are maintained now). - Added custom game resolutions. - Added extended WFN font support (up to 256 characters). - Made custom property values modifiable at runtime. - Removed limit on custom properties number (was 30 properties per project), increased maximal property name and value length. - Removed limit on GUI Control number (was 30 per GUI), increased maximal control name length. - Removed limit on script modules number (was 50). - Added Locked property to room Objects. - Added Padding property for TextWindow GUI. Editor features: - New splash screen. - Exposed Clickable property for room Objects in the Editor. - Exposed TintLuminance property for room Regions in the Editor. - Added "Close all tabs" command for the pane's context menu. - Added Preferences option "Prompt dialog on closing multiple tabs". - The sprite editor now highlights drop targets when you drag sprites around. Editor Plugin API: - Exposed GUI Panes to plugin API. Engine features: - Added support for any runtime display resolution (now restricted only by your system specifics). - Added support for vertical sync in Direct3D rendering mode. - Made engine try to use all implemented graphic renderers in the order of priority, if user selection failed to initialize. - Rised default sprite cache limit for desktop platforms to 100 MB (was 20). Scripting features: - Added managed user structs; although currently limited to containing only non-pointer variables in them. - Added support for dynamic arrays in non-managed structs. - Added support for dynamic array as return value of the struct's member function. - Added support for static extender functions. - Added "do..while" kind of loop, in addition to previously existing "while". - Added "for" operator and related loop construct. - Added "switch" and "case" operators and related branching construct. - Added "break" and "continue" operators working in any loop or switch. - Added missing compound assignment operators (*=, /=, and so on). - Made preprocessor macros usable in definition of another macro. - Added "#region" and "#endregion" preprocessor commands. Script API: - Added Script API version switch to the project's General Settings. For every supported API version a "SCRIPT_API_vXXX" macro is introduced, where XXX are version numbers. - Added AudioChannel.Speed property. - Added CharacterDirection enum and optional "direction" parameter for Character.ChangeRoom(). - Added Character.FaceDirection(). - Added Character.DestinationX and Character.DestinationY properties. - Added RunActiveOption() and Update() member functions to the DialogOptionsRenderingInfo type. - Extended Dialog Options API: added support for dialog_options_repexec() and dialog_options_key_press() functions to improve handling of the custom dialog options; added related compatibility project option and support for "NEW_DIALOGOPTS_API" macro in scripts. - Added game.dialog_options_highlight_color variable. - Added File.Seek() function and File.Position property. - Added IsInteractionAvailable() method to Hotspot, Object and Character types. - Added Game.AudioClipCount property and Game.AudioClips[n] array. - Added Game.IsPluginLoaded(). - Added GUIControl.ZOrder property. - Added GUI.Click() and Button.Click() functions which call OnClick event handler of corresponding GUI or button. - Added GUI.ProcessClick() function that processes click on GUI only, similarily to how old ProcessClick processed click on room objects only. - Added Mouse.Click() function to simulate mouse click on screen. - Added Room.GetProperty() to substitute global GetRoomProperty(). - Added Room.ProcessClick() to substitute global ProcessClick(). - Added SetProperty() and SetTextProperty() functions to Room, InventoryItem, Hotspot, Object and Character types. - Added optional "luminance" parameter to Region.Tint(). - Added SetAmbientLightLevel() to set global light level for anything in the room. - Added Character.SetLightLevel() and Object.SetLightLevel() functions to set individual light levels. Negative light levels can be used in 8-bit games to produce darkening effect. - Added System.RuntimeInfo property which returns a short description of current graphics mode, scaling filter and enabled game resources. Editor bug fixes: - Fixed Undo history was deleted when an Editor panel changes its docked state. - Fixed crashes under certain circumstances when a script editor is closed. - Fixed crash if selecting a character without a normal view in the room editor. - Fixed Ctrl+Tab did not work for the first time when cycling through opened editor tabs. - Fixed "Go to Line..." command did not always move cursor to correct line. Also, do not select that line. - Made the project completely rebuild itself whenever "Enable Debug Mode" value in the General Settings differs from the setting used for the last build, to prevent inconsistency in compiled scripts. - Fixed a crash when trying to run game setup from the Editor while "Compiled" folder does not exist. - Fixed project items could sometimes get incorrectly arranged inside the folder. - Fixed writing faulty timestamps in project file on some occasions that could spoil usage of file versioning control. - Fixed Help window positioning on multi-monitor desktop. - Fixed error in autocomplete occuring when there is a single-line comment in the end of the script. - Fixed incorrect compiler parsing of a static function call inside array index brackets. - Fixed compilation of struct member functions having name identical to existing global function. - Fixed compilation of structs having members with names identical to non-basic types, global variables and game entities (such as characters, GUI, etc). - Corrected few error messages related to struct's function declaration. - Fixed compiler reporting errors as "runtime errors" under certain circumstances. Engine bug fixes: - Fixed result of using transparency parameter of the DrawingSurface.DrawImage() in 32-bit games when drawing opaque sprites over surfaces with alpha channel. - Fixed DynamicSprite.CopyTransparencyMask() was overwriting magic transparent pixels on destination with alpha values from mask. - Fixed the speech portrait position was not adjusted for character walking between its lines, when BasedOnCharacterPosition portrait placement is used. - Fixed occasional pathfinding failure on straight lines with complex walkable areas. - Fixed using '[' special character in Display-like commands discarded all of the backslashes before it (e.g. "\\[" should now print \[ as expected). - Fixed WAVE audio not looping after restoring a game - Fixed a bug that caused MP3 clip continuously increase its base volume if the directional volume modifier was applied. WinSetup: - Added support for "default_translation_name" option in the "[language]" section of the config file.
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# $NetBSD: Makefile,v 1.2 2015/09/14 22:26:14 yhardy Exp $
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# $NetBSD: Makefile,v 1.2 2015/09/14 22:26:14 yhardy Exp $
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DISTNAME= ags-3.3.5.6
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DISTNAME= ags-3.4.0.8
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CATEGORIES= games
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CATEGORIES= games
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MASTER_SITES= ${MASTER_SITE_GITHUB:=adventuregamestudio/}
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MASTER_SITES= ${MASTER_SITE_GITHUB:=adventuregamestudio/}
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GITHUB_TAG= v.${PKGVERSION_NOREV}
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GITHUB_TAG= v.${PKGVERSION_NOREV}
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$NetBSD: distinfo,v 1.2 2015/09/14 22:26:14 yhardy Exp $
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$NetBSD: distinfo,v 1.2 2015/09/14 22:26:14 yhardy Exp $
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SHA1 (ags-3.3.5.6.tar.gz) = c404b11b7b704c2f17aaf3d41de8cff902da0226
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SHA1 (ags-3.4.0.8.tar.gz) = e8faf941d0c9f4745514243eaca907df75ac5892
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RMD160 (ags-3.3.5.6.tar.gz) = 3eb4a93ee6d232f750f10c22d1f52199128173db
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RMD160 (ags-3.4.0.8.tar.gz) = ce1fd2c39f36c004ac95c4d59135646e00a332c8
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SHA512 (ags-3.3.5.6.tar.gz) = a8644dab0ad0f99289820a4c92c6b6baf146670cadeb673a726ea55b405f019d5cf3c4c6c5de38c4b928edc4c939f167e57704e910766b2eacf4ee333fddc40b
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SHA512 (ags-3.4.0.8.tar.gz) = 0dcccbd639ec5323c73841639a156c4025b3fec8e2b0499404a9e884cc5c726ff28ea06b1c865e4c330ff1ede6b1d0ff6a2a33ea1d2bbe31bad5ebc5a806f856
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Size (ags-3.3.5.6.tar.gz) = 20010313 bytes
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Size (ags-3.4.0.8.tar.gz) = 20006553 bytes
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SHA1 (patch-Common_core_endianness.h) = 2c5c1b5d3b80711c1eadec3652f18a4cede9c8eb
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SHA1 (patch-Common_core_endianness.h) = 2c5c1b5d3b80711c1eadec3652f18a4cede9c8eb
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SHA1 (patch-Engine_Makefile-defs.linux) = 17e59df466f4879f8603c4b3c400d008ce228bd3
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SHA1 (patch-Engine_Makefile-defs.linux) = 17e59df466f4879f8603c4b3c400d008ce228bd3
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SHA1 (patch-Engine_libsrc_libcda-0.5_linux.c) = 6272b02ee98f79a57f8b72167d4aa8bceff34992
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SHA1 (patch-Engine_libsrc_libcda-0.5_linux.c) = 6272b02ee98f79a57f8b72167d4aa8bceff34992
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