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Updated build version (3.6.2.4)
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ivan-mogilko committed Dec 15, 2024
1 parent 682d3f5 commit 234bf16
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Showing 6 changed files with 26 additions and 12 deletions.
2 changes: 1 addition & 1 deletion CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ set(CMAKE_USER_MAKE_RULES_OVERRIDE_CXX ${CMAKE_CURRENT_SOURCE_DIR}/CMake/cxx_fla
set(CMAKE_OSX_DEPLOYMENT_TARGET "10.9" CACHE STRING "Minimum OS X deployment version")

project(AGS
VERSION 3.6.2.3
VERSION 3.6.2.4
LANGUAGES CXX C)

set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/CMake")
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20 changes: 17 additions & 3 deletions Changes.txt
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
REVISION HISTORY
================

VERSION 3.6.2 - Beta, November 2024
VERSION 3.6.2 - Beta, December 2024

Common:
- Event handler function are now allowed to be located in any script module.
Expand All @@ -18,6 +18,8 @@ Editor:
- In General Settings added "Use old-style voice clip naming rule" which lets to select whether
the game should expect old-style voice clip filenames (4-letter char name followed by number)
or the new one (full char name, followed by a number, separated by a dot).
- Property Grid now displays Custom Properties right in the main properties list for each item
that supports them.
- Added "WrapText", "TextPaddingHorizontal", "TextPaddingVertical" properties to GUI Button.
- GUI Labels can select full range of Alignment values in their TextAlignment property.
- Added "TurnWhenFacing" property to Characters.
Expand Down Expand Up @@ -49,6 +51,7 @@ Editor:
- Support editing group properties for selected GUI controls.
- Added a multiline Text edit window for Button and Label controls, that may be called by Ctrl+E,
from context menu, or by pressing "..." button of the Text property in the Properties grid.
- Support reordering folders in Sprite Manager with drag & drop.
- Support importing 1-bit (monochrome) and 4-bit images as sprites, room backgrounds and masks
(converted to 8-bit).
- Support importing indexed PNGs as room backgrounds and masks.
Expand All @@ -60,11 +63,15 @@ Editor:
of the currently selected tool.
- Do not delete previously built game exe from Compiled/Windows folder when testing a game
from the editor.
- Editor will now report any missing script functions that are assigned to events but not
present in script as warnings when compiling the game.
- Editor will now report any missing script functions that are assigned to events, but not
present in script, as warnings when compiling the game.
- Editor will now report any script functions that *look like* event functions, but not assigned
to corresponding events, as warnings when compiling the game.
- Added "/maketemplate" command-line option that tells Editor to run, make template out of the
said game, and quit.
- Fixed Editor refusing to open a project if one or more of the sections are missing in the file.
- Fixed dragging an item into the folder in Project Explorer could move it into a wrong folder
if the folders have similar names only different in letter case.
- Fixed importing indexed PNG as a sprite, previously Editor would mistakenly treat the source
image as 32-bit.
- Fixed importing 8-bit BMP sprites with no "Remap palette" and "Leave As Is" as a transparency
Expand All @@ -79,6 +86,8 @@ Editor:

Scripting:
- Dynamic arrays now have Length readonly property that returns their number of elements.
- Support zero-length dynamic arrays. This may be useful if you need to have a dynamic array
with no elements, but don't want to bother about checking a null pointer.

Script API:
- Added eNullFont constant that lets assign or pass a "null font" to any property or function
Expand All @@ -93,6 +102,7 @@ Script API:
- Support "validate_restored_save" callback, which lets user to validate restored saves with
mismatching data and request cancellation or continuation of restoring this save.
- Added Button.WrapText, TextPaddingHorizontal, TextPaddingVertical.
- Added Character.Following property that returns another Character that this one follows after.
- Added Character.TurnWhenFacing property.
- Added Character.MoveStraight() complementing WalkStraight().
- Added DateTime.CreateFromDate() and CreateFromRawTime().
Expand Down Expand Up @@ -131,6 +141,7 @@ Script API:
sprite to write into this save instead of a standard "screenshot".
- Added SendEvent() function that allows to trigger "on_event" function calls in script.
Special event value eEventUserEvent may be used as a base index for user-defined events.
- Added System.DisplayFPS property that toggles FPS counter (a replacement to Debug(4, 1)).
- Added System.GetEngineInteger() and System.GetEngineString() for returning diagnostic
information about engine's runtime state. Possible arguments are defined by
EngineValueID enum.
Expand Down Expand Up @@ -166,6 +177,7 @@ Engine:
recreate this behavior, then use MoveSaveSlot() command.
- Support calling StopDialog() inside a dialog script, that will schedule dialog's stop command
at the end of the current option script.
- Removed arbitrary limit of 2k bytes for the result of String.Format().
- Implemented video buffering on a separate thread. Allow to drop late video frames.
- Added new accessibility config settings in "access" section: "speechskip", "textskip",
"textreadspeed". These let player to override game's skipping style for character speech and
Expand All @@ -177,6 +189,8 @@ Engine:
- Fixed calling Dialog.Start() inside a dialog script would create a nested "dialog state",
which could eventually lead to internal mistakes and program stack overflow. Dialog.Start()
will now schedule a proper dialog topic switch, equivalent to "goto-dialog" command.
- Fixed calling Character.Animate() during idling state could cause incorrect error, reporting
invalid animation loop.
- Fixed displaying room masks with Debug command in legacy "upscale" mode.

Engine Plugin API:
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4 changes: 2 additions & 2 deletions Common/core/def_version.h
Original file line number Diff line number Diff line change
@@ -1,9 +1,9 @@
#ifndef __AGS_CN_CORE__DEFVERSION_H
#define __AGS_CN_CORE__DEFVERSION_H

#define ACI_VERSION_STR "3.6.2.3"
#define ACI_VERSION_STR "3.6.2.4"
#if defined (RC_INVOKED) // for MSVC resource compiler
#define ACI_VERSION_MSRC_DEF 3,6,2,3
#define ACI_VERSION_MSRC_DEF 3,6,2,4
#endif

#define SPECIAL_VERSION ""
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2 changes: 1 addition & 1 deletion Editor/AGS.Editor/app.manifest
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<assembly manifestVersion="1.0" xmlns="urn:schemas-microsoft-com:asm.v1">
<assemblyIdentity version="3.6.2.3" name="AGSEditor"/>
<assemblyIdentity version="3.6.2.4" name="AGSEditor"/>
<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
<security>
<requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
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4 changes: 2 additions & 2 deletions Editor/AGS.Types/Properties/AssemblyInfo.cs
Original file line number Diff line number Diff line change
Expand Up @@ -23,9 +23,9 @@ namespace AGS.Types
public class Version
{
public static readonly bool IS_BETA_VERSION = true;
public const string AGS_EDITOR_DATE = "November 2024";
public const string AGS_EDITOR_DATE = "December 2024";
public const string AGS_EDITOR_FRIENDLY_VERSION = "3.6.2";
public const string AGS_EDITOR_VERSION = "3.6.2.3";
public const string AGS_EDITOR_VERSION = "3.6.2.4";
public const string AGS_EDITOR_COPYRIGHT = "Copyright © 2006-2011 Chris Jones and 2011-2024 others.";
public static readonly string AGS_EDITOR_TARGETNAME =
IntPtr.Size > 4 ? "64-bit" : "32-bit";
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6 changes: 3 additions & 3 deletions version.json
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@@ -1,9 +1,9 @@
{
"version": "3.6.2.3",
"version": "3.6.2.4",
"versionFriendly": "3.6.2",
"versionSp": "Beta3",
"versionSp": "Beta4",
"versionYear": "2024",
"versionMonth": "November",
"versionMonth": "December",
"versionIsBeta": "true",
"appID": "7a604530-45b6-4e95-a729-22d212601256",
"licenseLink": "https://opensource.org/license/artistic-2-0/",
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