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Changes.txt: sync with 3.6.* branch, add remaining notes for 4.0.0.20
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Changes.txt

Lines changed: 9 additions & 27 deletions
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@@ -18,6 +18,9 @@ Common:
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- Removed built-in support for Game Score, including related game settings and GiveScore
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script command. Users are advised to script their own score counter if they need one.
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- Removed support for '[' as a linebreak character in text.
21+
- Fixed an ancient mistake where Character's and Object's sprites would be drawn 1 pixel
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higher than their Y position demands. This affects both how the sprites are positioned
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in game at runtime and in the Room Editor.
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Editor:
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- Editor requires .NET Framework 4.7 to run.
@@ -27,6 +30,8 @@ Editor:
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- Actual font files on disk are now stored in "Fonts" subfolder in the project when imported,
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and keep their original names (no longer renamed to "agsfntN.*").
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- Translation sources are now saved in PO format.
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- The "Upgrade Game Wizard" dialog will be now shown if the loaded game must go through noteable
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modifications when upgrading to the current version.
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- Merged all Color and ColorNumber property pairs into a single Color property that acts as
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a RGBA selection for 32-bit games, and palette index for 8-bit games. In 32-bit game projects
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you can assign full RGBA color definition, where alpha is optional, and is assumed 255
@@ -35,9 +40,6 @@ Editor:
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using it; but you may still enter RGBA value by hand.
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- In General Settings added "Script Compiler" option that lets to choose between old and new
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script compilers for your game (see "Scripting" section below for the new compiler's details).
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- In General Settings added "GUI common controls handle only left mouse button" option that lets
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prevent RMB from activating gui controls, except those that have separate actions for left and
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right mouse buttons.
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- Added Custom Properties for: Audio Clips, Dialogs, GUI, GUI Controls, Regions, Walkable Areas.
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- Added Enabled and Visible properties to Characters, Enabled property to Room Objects.
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- Added BlendMode property for Characters, GUI and Room Objects.
@@ -96,7 +98,6 @@ Scripting:
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- Regular arrays of dynamic arrays: that is a regular array where each element is a
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pointer to a dynamic array of the same type.
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- Dynamic arrays of regular structs.
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- Dynamic arrays now have Length pseudo-attribute used to retrieve their length.
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- Global variables may now be declared right after struct's or enum's declaration, between
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the closing bracket and closing semi-colon.
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- Support regular (non-managed) struct and array variable initializers, where you can specify
@@ -116,6 +117,7 @@ Scripting:
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break statement. This is only to clarify coder's intent and prevent compiler's warnings.
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- Support pre-increment and pre-decrement operators (++x, --x).
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- Support bitwise negation operator (~x).
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- Support modulus-assignment operator (%=).
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- Support addressing members of the function return values in one expression. This lets
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chain multiple commands including function calls, e.g. GetObject().MyVariable...and so on.
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- Two sequenced string literals ("text" "text") are now automatically concatenated.
@@ -145,8 +147,6 @@ Script API:
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serving as a navigation mask.
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- Added MotionPath struct, which lets to read existing game object's motion plan, or create your
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own and use it as a reference when moving a custom object.
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- Added GameInfo struct that contains meta-information about the game, such as developer's name,
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developer's URL, version, and so forth.
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- Added Custom Properties interface to types: AudioClip, Dialog, GUI, GUIControl, Region,
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WalkableArea. This includes functions: GetProperty(), GetTextProperty(), SetProperty() and
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SetTextProperty().
@@ -170,15 +170,12 @@ Script API:
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- Added Object.MovePath() and Object.GetPath() functions, that work similar to Character's.
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- Added Character.MotionPath and Object.MotionPath properties that let to get active character's
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or object's movement plan.
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- Expanded RepeatStyle with more animation flow styles: eOnceAndReset, eOnceAndBack and
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eRepeatAlternate. These styles are currently supported in Animate(), MovePath() and WalkPath()
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commands, and MotionPath struct.
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- Added ColorFormat enum, and optional "color_format" parameter to DynamicSprite's functions:
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Create(), CreateFromBackground(), CreateFromDrawingSurface(), CreateFromExistingSprite()
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and CreateFromFile().
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- Added DialogOptionsNumbering enum, to use when setting dialog options numbering mode.
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- Added multiple new properties to Dialog type: OptionsBulletGraphic, OptionsGap, OptionsGUI,
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OptionsGUIX, OptionsGUIY, OptionsHighlightColor, OptionsMaxGUIWidth, OptionsMinGUIWidth,
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OptionsNumbering, OptionsPaddingX, OptionsPaddingY, OptionsReadColor, OptionTextAlignment.
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Most of these are replacing previously existing old-style variables in "game" struct and
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OPT_* options. OptionsGUIX/Y and OptionTextAlignment are completely new features.
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- Added DrawingSurface.BlendImage() and DrawingSurface.BlendSurface() functions.
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- Added DrawingSurface.BlendMode property that lets define blend mode for primitive drawing
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operations (line, rectangle, triangle, etc).
@@ -205,12 +202,6 @@ Script API:
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- ViewFrame.Flipped property is now settable and returns eFlipDirection instead of bool.
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- ViewFrame.Speed property is now settable.
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- Added ViewFrame.XOffset and YOffset properties.
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- Added optional width, height and layer parameters to SaveScreenShot().
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SaveScreenShot() now supports location tokens in file path.
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- Added VideoPlayStyle enum, PlayVideo() now uses VideoPlayStyle as "flags" argument.
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- Added new game-wide option OPT_GUICONTROLMOUSEBUT that defines whether common GUI controls
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are affected by the right mouse button or not (InventoryWindows are excluded from this, because
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they have their own special handling for RMB).
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- Added "walkarea[]" and "walkbehind[]" global arrays.
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- Global generated game objects (Characters, GUIs, etc), and global arrays of these objects
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(character[], object[], gui[], etc) are now declared as object *pointers* and arrays of
@@ -233,9 +224,6 @@ Engine:
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GLSL (for OpenGL) or HLSL (for Direct3D) shader scripts, and may be attached to game objects,
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camera, or the whole game view. Shaders may have user-defined constants, and have up to 3
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secondary textures on input.
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- Support compressing game saves using Deflate algorithm. Added config option "compress_saves"
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in "misc" section, disabled by default.
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- Always compress a screenshot in game save using Deflate algorithm.
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- Implemented more accurate Character movement. The movement direction is now more precise
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and diagonal movement speed no longer may exceed MovementSpeed setting.
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- Camera will not follow a disabled player character.
@@ -247,7 +235,6 @@ Engine:
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- Allow to run the game even if it has no fonts (log a warning).
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- Allow to continue running the game if any font failed to load on startup.
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Such font will simply not get drawn, unless replaced by a plugin, for example.
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- Standard Dialog options now support Right-to-left text mode.
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- Overlay.X and Y properties of textual screen overlays, such as blocking speech, now treat
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assigned values correctly as screen coordinates and return values set by user consistently.
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They also return the assigned values without any offsets for textual overlays created using
@@ -256,15 +243,10 @@ Engine:
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now return a null pointer if no room viewport is found under given coordinates.
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- GetTextHeight() no longer reduces "width" parameter by -1. This was an ancient mistake in
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the engine kept for many years for backwards compatibility.
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- Improved video playback's synchronization between video and audio streams.
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- Added FLAC support for music, speech and sound effects.
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- Added "--print-rtti" command line option which prints script RTTI table to the log.
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(RTTI stands for "runtime type information", and is used for handling of certain advanced
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script features, such as nested managed structs.)
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- Fixed SDL log level defaulting to "verbose" instead of "info".
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WinSetup:
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- Renamed "Custom Paths" tab to "Game Files", added "Compress saves" option.
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