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Update 1100.md to add Beta 4
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YYDan authored Oct 29, 2024
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---
layout: home
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# 2024.1100 - Current Version: IDE 654/Runtime 680
# 2024.1100 - Current Version: IDE 659/Runtime 685

Download Links: [Windows](https://gms.yoyogames.com/GameMaker-Installer-2024.1100.0.659.exe) - [macOS](https://gms.yoyogames.com/GameMaker-2024.1100.0.659.pkg) - [Ubuntu Beta](https://gms.yoyogames.com/GameMaker-Beta-2024.1100.0.659.deb)

## Beta 4 - [IDE 659/Runtime 685 Changes](https://github.com/YoYoGames/GameMaker-Bugs/issues?q=is%3Aissue+is%3Aclosed+milestone%3A2024.11+closed%3A2024-10-24..2024-10-28) (Oct 29, 2024)

- **New IDE Updater**
- Now, you won't actually see the evidence of this one until the _next_ Beta we release (as there is no newer version to update to), but be aware that this release does include the new in-IDE updater
- This new system removes the IDE update notification early on startup and instead moves it to appear when the Start Page has loaded
- At which point, you can ask GameMaker to download the new installer in the background while you continue working if you wish
- Once the download is ready, GameMaker will ask if you want to restart and silently/automatically install the new version now, or wait and do it the next time you are asked
- If you choose "Yes" you will see a simple progress bar while the new version is installed for you - which can take a couple of minutes, as your runtimes are downloaded also
- [#3157](https://github.com/YoYoGames/GameMaker-Bugs/issues/3157)

- **New Game Option For Stripping Unused Assets From Your Export Packages**
- You can now enable whether during builds GameMaker should automatically ignore any unused assets in your projects, so these are not added into your game packages
- Game Options > Main > "Automatically remove unused assets when compiling"
- Note that this defaults to ON when creating a new project, but you will need to enable it yourself in your existing projects
- [#3597](https://github.com/YoYoGames/GameMaker-Bugs/issues/3597)

- **Removed the "Functions declared in an Object's event are now more easily-accessed by other events in that Object" feature**
- We have removed the feature to declare functions within Object events and more-easily access them in other events within that Object, as there were too many problems found with introducing this change into the GMS2 runtimes
- It will no longer be part of 2024.11
- See [#8129](https://github.com/YoYoGames/GameMaker-Bugs/issues/8129) for the final issue that resulted in the feature being removed, but be aware that a number of bug fixes in Betas 2 and 3 are now redundant/reverted also

- **Other IDE Changes To Be Aware Of**
- Code Editor 2: Tabs are removed when pasting code [#6243](https://github.com/YoYoGames/GameMaker-Bugs/issues/6243)
- Code Editor 2: Can't scroll to end of lines using the scrollbars, stops 1 character too soon [#8113](https://github.com/YoYoGames/GameMaker-Bugs/issues/8113)
- Docs Integration: [Mac IDE] GM crash when failing to download the manual .zip due to antivirus/OS permissions blocking the file write [#7540](https://github.com/YoYoGames/GameMaker-Bugs/issues/7540)
- Layouts Menu: GM unstable when selecting Show/Close All Windows in 2024.1100 Betas [#8101](https://github.com/YoYoGames/GameMaker-Bugs/issues/8101)
- Startup: Menubar buttons are visible too early during start of 2024.1100 Betas since Start Page became a plugin [#7884](https://github.com/YoYoGames/GameMaker-Bugs/issues/7884)

Download Links: [Windows](https://gms.yoyogames.com/GameMaker-Installer-2024.1100.0.654.exe) - [macOS](https://gms.yoyogames.com/GameMaker-2024.1100.0.654.pkg) - [Ubuntu Beta](https://gms.yoyogames.com/GameMaker-Beta-2024.1100.0.654.deb)
- **Other Runtime Changes To Be Aware Of**
- Building Projects: [Mac IDE] [Android] Creating an ".aab" file on a Sequoia Mac creates it as an ".aab.aa.apk" file instead [#7981](https://github.com/YoYoGames/GameMaker-Bugs/issues/7981)
- In-Game: Audio loop functions now print warnings to the game log if the loop section bounds were clipped [#8037](https://github.com/YoYoGames/GameMaker-Bugs/issues/8037)
- In-Game: Function declaration is broken in object inheritance in Nov beta runtime [#8129](https://github.com/YoYoGames/GameMaker-Bugs/issues/8129)
- In-Game: [YYC] Creating a large array literal via code can cause a silent crash [#7082](https://github.com/YoYoGames/GameMaker-Bugs/issues/7082)
- In-Game: [YYC] script_execute()/..._ext() error when calling constructor functions in Nov Beta RT 680 [#8137](https://github.com/YoYoGames/GameMaker-Bugs/issues/8137)
- In-Game: [HTML5] Recycling a voice which is requesting data does not abort the request [#8121](https://github.com/YoYoGames/GameMaker-Bugs/issues/8121)
- In-Game: variable_clone() gives incorrect results for methods that have variables bound [#7994](https://github.com/YoYoGames/GameMaker-Bugs/issues/7994)

- **Note - due to https://github.com/YoYoGames/GameMaker-Bugs/issues/8129**
- we have removed the feature to declare functions with object events, as there were too many issues with it.
<br>

## Beta 3 - [IDE 654/Runtime 680 Changes](https://github.com/YoYoGames/GameMaker-Bugs/issues?q=is%3Aissue+is%3Aclosed+milestone%3A2024.11+closed%3A2024-10-03..2024-10-23) (Oct 24, 2024)

Expand Down Expand Up @@ -144,7 +180,8 @@ _We are aware that Mac IDE users will have problems trying to import very old-fo
- Reverted the use of a newer version of the input/rendering libraries, as this should resolve reports of large areas of GameMaker flickering white/black in releases after 2024.2.0 on some AMD GPU laptops which use DPI overrides above 100%
- Similar issues with flickering/rendering/offsets may well also be fixed now

- ** ~~Functions declared in an Object's event are now more easily-accessed by other events in that Object~~ **
- ** Functions declared in an Object's event are now more easily-accessed by other events in that Object **
- {% include important.html content="This feature has since been removed for Beta 4 and will no longer be part of 2024.11!" %}
- ~~Any function that is declared in an event for an Object using the syntax `function NAME(){ ... }` is now accessible as a function name in all events for that Object - even if the event the function is declared in is never actually performed in-game~~
- ~~This makes it easier to reuse code in the IDE, but also is more memory-efficient in-game~~
- ~~Other objects are still able to call the function (using the format `[objectName].NAME()`) and it remains the case that if you want to do this, then an instance of the object which defined the function must exist in the room at that time~~
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