Releases: adventuregamestudio/ags
Releases · adventuregamestudio/ags
v.3.6.0.2 - Alpha 3
An Alpha build of a SDL2-based engine, for public test.
Updated to include all changes from v.3.5.1.3.
v.3.5.1.3 - Beta 4
3.5.1 Beta 4, for public test.
New changes:
Editor:
- Added "Attach game data to exe" option to General Settings. This lets you to package game data
separately from the game.exe (only important on Windows at the moment).
Script API:
- Added GUI.Shown readonly property that tells whether GUI is active on screen. This is primarily
for GUIs with "Popup At Y" style, because they hide themselves regardless of Visible property.
Engine:
- Added "--localuserconf" command which tells engine to read and write user config in the game's
directory rather than using standard platform path. Game dir must be writeable for this to work. - Added "--conf" command which forces engine to read only explicit config file on startup.
- Added "--user-data-dir" and "--shared-data-dir" commands for setting save game directory and
shared app data directory from command line (this corresponds to existing options in config). - Fixed engine crash when button's graphic is set to sprite out of range.
- Fixed certain interactions did not work with GUI if it was made fully transparent.
Engine Plugin API:
- Added IAGSEngine::GetRenderStageDesc() function which returns current render stage parameters.
As of this version these parameters include 3 transformation matrixes, allowing any 3D render
plugin to stay compliant to engine's scene rendering.
Compatibility:
- Fixed GUI.Visible not returning expected values for GUIs with "Popup At Y" style in
pre-3.5.0 games, breaking some older games logic. - Fixed potential buffer overflow when reading pre-3.1.0 games with old dialog script texts.
Windows:
- Windows version of the engine now reads global configuration file. It is looked up in
"%USERPROFILE%/Saved Games/Adventure Game Studio/acsetup.cfg" - Default log file location is now also in "%USERPROFILE%/Saved Games/Adventure Game Studio".
v.3.6.0.1 - Alpha 2
An Alpha build of a SDL2-based engine, for public test.
v.3.5.1.2 - Beta 3
3.5.1 Beta 3, for public test.
New changes:
- Improved game perfomance by not reupdating all of the GUIs each time anything changes, instead only affected GUI will be updated each time.
OSX port:
- When looking for game files engine will no longer use hardcoded filename, will search for any compatible pack file instead.
v.3.5.1.1 - Beta 2
3.5.1 Beta 2, for public test.
v.3.6.0.0 - Alpha 1
An Alpha build of a SDL2-based engine, for public test.
v.3.5.1.0 - Beta 1
3.5.1 Beta 1, for public test.
Changes since 3.5.0:
Editor:
- Display aspect ratio in game resolution dialog.
- Improved tab switching performance for script windows.
- Deprecated "Limit display mode to 16-bit" property in Runtime Setup as it's no longer
used by the engine. - Editor will now enforce full game rebuild after upgrading an older project, this ensures
that all scripts are recompiled with the new version rules. - Fixed room lists in property editor were not updated after room number is changed.
- Fixed importing pre-3.* projects broken by incorrect assignment of "Game file name" property.
Scripting:
- Implemented correct parsing of a "const string" function return type.
- Fixed implementing imported functions was forbidden in the room scripts.
Script API:
- GetTranslation() now returns "const string" (was "string"). This is to prevent modifying
returned string using old-style string functions, such as StrCat(), as this string may be
allocated in the internal engine memory for its own use.
Engine:
- Support loading audio and video from data packages larger than 2 GB.
- Improved game data loading times by introducing buffered file stream. Initial tests
showed 3-4 times faster file reading. - Some improvement to general script perfomance.
- Some improvement to script Dictionary and Set types perfomance.
- Room Object's Graphic property now can be assigned a sprite with index over 32767 and
up to 65535. This restriction is due to internal data format, which cannot be fully fixed
without breaking compatibility with plugin API. This may still be worked around by assigning
a View, as View's frames may contain sprites of any index available. - Similarily, Object's View, Loop and Frame can now be assigned a value over 32767 and
up to 65535; not that this was ever an issue... - Removed arbitrary limit of 1000000 dynamic array elements (now supports over 2 billion).
- Dialogs with no enabled options left will be now stopped, instead of raising script error.
- Engine will not longer quit the game when failing to write a save, but simply display an
error on screen (...why this was a thing in the first place?!). - When restoring a save engine will now try to match game GUID pack rather than exe/pack name.
This resolves potential problems when game package may have different name in distribution
to another system. Also makes saves in multi-game collections more reliable. - In Debug game mode allow to toggle infinite FPS mode (prior it could not be turned off).
- Expanded text parser error messages for easier debugging.
- Adjusted all the command-line options to have consistent prefix convention, where all full-name
options must be preceded by double-dash, and one-letter options by single dash. - Fully configurable log output (in both game config and command line) allows to set up which
message types and groups are printed by which output methods (sinks), including: file,
system console, in-game console. "warnings.log" is now created only if file log was not
requested by user. - Added "--log-" set of command line options for setting up log output.
- Added "--tell-filepath" option for printing known engine's and game's file locations.
- Added "--tell-gameproperties" option for printing some of the game's general settings.
- Support proper lookup for Allegro 4 library resources (such as its own config and digital MIDI
patches) in the game directory. - Engine will no longer precreate directories for common files: saves, user config, and so forth,-
before actually writing them. - Fixed running game from another directory by passing its relative filename as command-line
argument: in this case engine was incorrectly using its own directory to search for external
game data, opening files for reading by script command, and so on. - Fixed some of the engine's own hotkeys (such windowed/fullscreen mode toggle) not working
during certain skippable game states. - Fixed overlay was set to wrong position if it were using TextWindow gui and either its text
or X, Y properties got changed. - Fixed characters and room objects were not updating their looks if their current graphic was
a Dynamic Sprite, and that sprite was modified with ChangeCanvasSize, CopyTransparencyMask,
Crop, Flip, Resize, Rotate or Tint function. - Fixed Views' frames keeping reference to deleted Dynamic Sprites.
- Fixed animated cursor's normal graphic reappearing in between animation frames if mouse mode
is being repeatedly reassigned, for example in rep-exec script. - Fixed ListBox.FillSaveGameList() search pattern, it included files which contain save filename
pattern but do not exactly match; for example: "agssave.001_". - Fixed engine was ignoring audio files in game directory when running games which use
old audio system. - Fixed Direct3D was assigning wrong fullscreen refresh rate sometimes, slowing alt-tabbing.
Compatibility:
- Fixed engine was trying to read unnecessary data when loading pre-2.72 games.
- Fixed "upscale" mode for old games (was broken in 3.5.0). Also engine will now try to detect
if "upscale" mode wanted by reading old config options (if they are present).
Windows:
- Added "--no-message-box" command line option to hide message boxes when alerts are raised.
- Added "--console-attach" command line option to try attach to the parent process's console.
v.3.5.0.31
This is a 3.5.0 Patch 9.
Editor:
- Fixed importing Characters and GUIs saved by previous versions of the editor.
- Added support for startup pane hyperlink color in Color Themes.
Engine:
- Disabled writing user config upon game exit at least temporarily, because it was causing
confusion by unexpectedly overriding default config even if player did not start setup program. - Fixed crash occuring if room object's Graphic is set to sprite with ID greater than 32767.
- Fixed button image did not appear updated right after restoring a save.
- Fixed legacy PlayMusic() and PlaySound() functions failing if the audio file
had uppercase characters in name (regression since 3.4.0).
Linux:
- For users of prebuilt binaries fixed potential crash in ogg vorbis library that could occur upon
restoring a save made while sounds were playing. - Fixed OpenGL window did not resize properly upon running the game on some systems.
- Fixed Alt + Enter combination for toggling window mode was not detected on some systems.
Updated Dark Theme for the Editor: Download zip
v.3.5.0.30
This is a 3.5.0 Patch 8.
Common:
- Fixed compressed sprite file was not built properly if exceeded 2 GB.
v.3.5.0.29
This is a 3.5.0 Patch 7.
Editor:
- Added validation for "Game file name" property to help avoid unsupported filenames.
Engine:
- Fixed Right-to-left text was not drawn correctly (regression in 3.5.0).