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Messages - Crimson Wizard

#581
I think, if nothing bad happens, we may announce a "stable" release on the 1st March (just to have some round date).

There may still be patches later, as usual, if some fixes are necessary.
#583
Updated to RC8 (3.6.0.43).
(use download links in the first post)

Editor:
- In sprite manager's context menu added (restored) command "Replace sprite using previous files". Also made "previous file" remembered consistently whenever a sprite is imported or replaced.
- In sprite manager's "export all" dialog added "reset tile settings" option.
- Fixed program crash occuring on sprite's import if failed to open a source file for any reason.
- Fixed crash occuring when user was trying to set breakpoint on the very last line in script.

Engine:
- Support for switching vertical sync at runtime with Direct3D/OpenGL renderers. Also enable vsync in windowed mode too.
- Restored vsync support in Software renderer (was temporarily disabled in 3.6.0 after porting the engine to SDL2).

Web/Emscripten:
- Support persistent game saves (will remain on disk after game is closed).
- Added a ui control for clearing persistent files.
- Added a ui control for switching to fullscreen. Properly support switch to fullscreen mode.
- Use consistent version of Freetype lib, so that the game fonts are displayed similarly to other ports.
- Show game alerts as message popups in browser.
- Fixed suspending the game when alt+tabbing from the browser.



Reported issues remaining:
* Direct3D is said to still be not fully stable when alt+tabbing in exclusive fullscreen mode: https://www.adventuregamestudio.co.uk/forums/ags-engine-editor-releases/ags-3-6-0-release-candidate-rc1/msg636650995/#msg636650995
#584
Opened two consecutive pull requests (second depends on the first):

RTTI: https://github.com/adventuregamestudio/ags/pull/1922
Support managed pointers inside managed structs: https://github.com/adventuregamestudio/ags/pull/1923

Downloadable temp build:
https://cirrus-ci.com/task/4863501278117888

With this test build you should be able to have pointers inside managed structs, therefore any kind of struct relations. Deleting these structs should not cause memory leaks (the program's memory use should go down if you delete them).
There are still some things not complete, like, managed structs get broken after restoring a save, but that because I did not fix that yet.
Well, see the ticket for the full description of the situation.

EDIT: Oh, another thing, this build also supports "--print-rtti" command line arg, which tells the engine to dump type information into the log.
For instance, you may run your game from command line as:
"gamename.exe --log-file=all --print-rtti" and the type table will be printed in the engine log (e.g. "%USERPROFILE%\Saved Games\Adventure Game Studio" on Windows).
#585
Quote from: cat on Wed 15/02/2023 08:45:22Could you add a direct link to the photos in the repo?

I double checked, and the mittens photo is only coded to be shown if you hold Shift and press OK button in the About dialog:
https://raw.githubusercontent.com/adventuregamestudio/ags/master/Editor/AGS.Editor/Resources/splash-mittens.bmp

The comment sais "The cast and crew of Mittens 2007 Canada"
#586
Quote from: cat on Wed 15/02/2023 08:02:40I think the people on the photos were CJ himself and AGA.

There are also 2 photos of Mittens event, with about 10 people on them (personally I recognize maybe 1-2).
#587
I was not certain where to post this; as this is not a technical issue, so will post here...

AGS Editor has 4 hidden splash screens, which is coded to display on particular days: Christmas, Valentine's day, and so on. These splashes are photographs of "old" members of AGS community, made somewhere in 2000-ies. (I don't know full story of these, and don't know most of the people on these photos.)

I wonder if it is okay to remove these from the Editor, let's say, starting from 3.6.0 release; or if there any reason to not remove them.

The reasons I have for this suggestion are:

1) These photographs are made in the times when AGS community was perhaps a more "close" group of people, who knew each other well enough. Today many new members won't even know who these people are, and these photos won't have any sentimental or other value for the majority of users. For the same reason, these won't likely to achieve their original "easter egg" purpose.

2) I cannot speak for the people on these photos of course, but hypothetically some of them may see their remaining presence on the program splashscreens as unwanted. I'm unaware whether they gave any permission to Chris Jones, but now a different team is developing the program, and neither of us have their permission.

3) These screens may actually startle users who do not know their backstory. In the past I've seen at least couple of reports in which users wondered if this is a doing of a virus, or a hacker.
#588
If you're interested to try out, there's a temp build with this, and few other fixes, available for download here:
https://cirrus-ci.com/task/5039184096788480

(if you scroll down to "Artifacts", there will be download links of installer and zip archive).
#589
Quote from: zeta_san on Sat 11/02/2023 19:50:29I thought I had to create a file for each language.

Yes, you need to create a separate translation, and there will be separate file for each language.

You change languages either in setup program before starting the game, or in script using Game.ChangeTranslation command
#590
You may:
1) Create a dummy game from the same template, and import a corresponding font from there.
2) Download fonts from template repository here:
https://github.com/adventuregamestudio/ags-template-source
#591
Quote from: Khris on Wed 08/02/2023 09:01:45I'm relatively sure that .Moving an/or .Animating might not immediately become true, they might only be true in the next frame.

No, they immediately tell the current state, otherwise you won't be able to write a code like:
Code: ags
player.Animate(... ,eNoBlock);
while (player.Animating)
    Wait(1);
#592
There's a manual entry dedicated to translations:
https://adventuregamestudio.github.io/ags-manual/Translations.html
#593
Please tell, which version of AGS are you using exactly? This may be found either in the Editor Help->About menu, or during the game by pressing Ctrl+Alt+V.

I did a quick test in the latest 3.5.1 and 3.6.0 versions, and do not observe same problem, but maybe there are other unknown factors that cause this issue.

Quote from: Joacim Andersson on Mon 06/02/2023 22:53:45If I read what System.Volume is set at it reads 13, yet the music and sound effects are playing as if it was set to 100.

Judging by what you say, System.Volume's value is restored properly, but music & sound do not get it applied.
Does this effect occur only to the clips that were playing when saving the game and continue after it is restored, or to any newly played sounds too?
#594
Please, always post the relevant part of your script when asking about scripting errors. Without that we may only guess what you could have done wrong.

In regards to this, though, I suppose that instead of DialogName.Start you typed CharacterName.start.
Starting the dialogue requires a created Dialog first, and you use its name to start it.
In AGS script letter case is also important (it's "Start" and "Walk", not "start" and "walk").

If it's only an exchange of few lines, you may also use "Character.Say" command without creating a Dialog script. But with that you won't have any dialog options.

Quote from: dtvman on Sun 05/02/2023 20:05:13Also, does anyone have a copy of the manual? that'll be greatly appreciated.

The offline manual that comes with AGS may be accessed by pressing F1 in your editor, or Help -> Dynamic Help in the menu.
The online manual is available here: https://adventuregamestudio.github.io/ags-manual/
#595
AGS 3.5.1 - Patch 18
Full release number: 3.5.1.25


For Editor
Spoiler

For Android
Spoiler

For Engine/Editor developers
Spoiler

Released: 5th February 2023

Previous stable version: AGS 3.5.0 P10 forum thread


This release is brought to you by:

- Alan v. Drake
- Crimson Wizard
- Donovan Watteau (fix for big-endian systems)
- eri0o
- fernewelten (fixes)
- James Duong (implemented "--console-attach" option for Windows)
- Morgan Willcock
- Nick Sonneveld
- rofl0r
- Pablo Navarro (fixes)
- Thierry Crozat (bug fixing)
- vga256 (bug fixing)



Summary

3.5.1 is a minor update after 3.5.0, which contains mostly utility additions, fixes and perfomance improvements.


Changes in the Patch 18:

Engine:
- Fixed background speech and textual overlays may disable GUI when being continuously created in repeatedly_execute* kind of functions. (Regression since previous patch).


Changes in the Patch 17:

Editor:
- Fixed GUI.Visible property was resetting to false when PopupStyle is switched to Modal.

Engine:
- Performance improvement in Direct3D/OpenGL renderers, related to plugins which subscribe to render events.
- Fixed renderer error occuring if room background frames are of different sizes.
- Fixed software renderer may have an unpainted black line at the bottom, if there's a GUI or Overlay positioned partially offscreen.
- Fixed GUI buttons could retain mouse-over pic after interface is disabled then enabled (this is a regression since recent patch).
- Fixed crash occuring when user creates too many Overlays in script; will report a scripting error instead.
- Fixed memory leak occuring when the TTF font is drawn partially outside the DrawingSurface.
- Fixed Parser.Said() could lead to a program crash in case there are space-separated words following the comma (e.g. "climb,get in bed").
- Fixed crash occuring if a plugin tried to call SetVirtualScreen().

Plugins:
- Fixed SnowRain plugin drawing particles only in 320x200 bounds.


Changes in the Patch 16:

Editor:
- Fixed autocomplete crashing the editor if there was an import declared with type and variable having identical names, and user tries to type that variable's name and a dot to access its members.
- Fixed newly created Views taking free IDs in the middle of the list in random order instead of a straight one (after you previously deleted some Views).

Engine:
- Added missing "DrawSprite" function for "agsblend" plugin stubs.
- Fixed loading pre-3.5.0 games on big endian systems.
- Fixed GUI buttons not displaying the mouse-over image if the interface state was toggled to enabled state while the mouse was over the button.

Updated the manual with certain fixes and corrected examples of using Camera and Viewport structs.


Changes in the Patch 15:

Editor:
- Fixed crash that could occur when changing View's ID to an unused number in the middle.
- Fixed comments and string literals were styled incorrectly in dialog scripts.
- Fixed unterminated string literals in script were not considered as errors when processing scripts for translation update and autonumbering of speech lines, leading to wrong results.
- Fixed Editor was updating translation file even if errors were found while scanning the scripts, which could cause a TRS corruption.
- Fixed Editor could overwrite changes done manually to TRS while the editor is open and if you run a translation update right after.
- Fixed potential program crash on exit in case an editor's plugin has mistakes in "shutdown" callback. Instead editor will report a component's error, but still close properly after.

Script API:
- Removed a rule that Viewport and Camera with ID 0 can't be deleted.


Changes in the Patch 14:

Editor:
- Do not error when compiling a 256 colors game if Direct3D or OpenGL are selected as a default graphics driver (display a warning instead).
- Fixed crash when trying to import pre-2.60 game projects.


Changes in the Patch 13:

Engine:
- Fixed room object does not update its texture if it had a dynamic sprite assigned to it, and that sprite was unassigned, modified or recreated with same ID, and then reassigned again, - all within the same game frame.
- Fixed normal font renderer is not reinitialized correctly in the engine if a plugin uses IAGSEngine::ReplaceFontRenderer(), passing original renderer's pointer (which it received from the previous ReplaceFontRenderer call).


Changes in the Patch 12:

Engine:
- Fixed GUI textual controls don't redraw when the game translation changes until player clicks on GUI (regression since previous 3.5.1 updates).
- Fixed multitasking mode persisting if the game was switched from windowed to fullscreen mode (even though it's not supposed to work in fullscreen).


Changes in the Patch 11:

Editor:
- Fixed batch sprite export with "Set exported file as sprite source" option was assigning new source paths without file extension.

Engine:
- Perfomance fix: GUIs changing Transparency or Visible state should not redraw their surface.

Compatibility:
- Allow AudioClip.Play to to place clips on a crossfade channel, which is normally unaccessible from script. This prevents errors in some games that relied on this behavior.


Changes in the Patch 10:

Engine:
- Fixed crash when visible viewport does not have any linked camera.
- Fixed ListBox.FillSaveGameList() may include save slots with negative slot number (e.g. when the save file has "*.-01" extension).
- Fixed potential crash after failed RunAGSGame() call.
- Fixed search for the game data by GUID when restoring a save belonging to another game;
  this was implemented in 3.5.1, but appeared to not work correctly.


Changes in the Patch 9:

Editor:
- Removed restriction on max dialog topics in the project. The dialog limit in the engine was removed in 3.4.1, but remained in the Editor by oversight.
- Fixed Audio Clip items in the project tree not displaying their IDs right after being renamed.

Compiler:
- Fixed crash occuring when compiler tries to report "Already referenced name as import" error.

Engine:
- Added "--translation" and "--no-translation" command-line arguments.


Changes in the Patch 8:

Engine:
- Clearer error messages for Get/SetProperty functions.
- Fixed PlayFlic() command fails to start the video (regression in 3.5.1).
- Fixed DrawingSurface.DrawSurface() not applying transparency parameter correctly if the drawn surface has alpha channel.
- Fixed OVERHOTSPOT is not updated immediately when character's name changes while cursor is above that character.

Templates:
- In BASS template fixed right click not dropping currently selected item if cursor was hovering over another item.


Changes in the Patch 7:

Editor:
- Added "Layout -> Reset to Defaults" menu command.
- Editor will now reset panel layout to default state if loading layout fail for any reason.
- Default config is now saved also when the game is run in debug mode (F5). This ensures that the test run is using the latest Default Setup, if the user's config has not been created yet.
- Editor will now display an error if user tried to reserve too many channels for audio types.
- Fixed Editor failing to start if user preferences file is corrupted.
- Fixed "Use old-style custom dialog options API" was not set when importing pre-3.4.0 projects.
- Fixed comboboxes' drop-down arrows were not painted with the right color from a color theme.

Engine:
- Fixed program crash occuring if the game reserved too many channels for audio types.
- Fixed potential crash occuring when player loads a save made in a multi-frame room, but the room was since edited and no longer has as many frames.
- Fixed character may have incorrect Frame (property) values while turning.


Changes in the Patch 6:

Editor:
- Added line numbers in the dialog script editor.
- Fixed Dialog script loosing changes if the pane is closed or redocked.
- Fixed controls arrangement on the Dialog pane getting broken when it's redocked.

Engine:
- Fixed filepaths in scripts that have backslashes ('\') fail on non-Windows systems.
  All the (script) File functions will now convert backslashes in filepaths into forward slashes for compatibility.
- Fixed engine was still creating standard directories for game saves and data, even if user provided the custom paths for these.
- Fixed TextBox control crashing the game if it's empty and player presses Backspace.
- Fixed controls on a fully transparent GUI were not interactive (this is an original AGS behavior, which was unintentionally changed in 3.5.0 by mistake).

Compatibility:
- When running 3.5.0 games, treat fully transparent GUI as non-interactable.
  In AGS transparent GUIs may be still interacted with, but 3.5.0 introduced an unintentional (and undocumented) change to this, which was reverted in 3.5.1.

Android:
- Support global engine's config file when the game is run from the Launcher: it's located in the AGS games' parent directory, same place where android.cfg is.

WinSetup:
- Added "Custom game shared data path" to complement "Custom save path" option.


Changes in the Patch 5:

Contained no changes and was a formal re-release with only fixed program build instructions for Linux.


Changes in the Patch 4:

Editor:
- Fixed swapping of inventory item's numeric ID could lead to errors.
- Fixed crash when importing pre-3.* games with multiple script modules.
- Renamed "Enforce object-based scripting" setting to "Enforce post-2.62 scripting". This is for clarity.

Compiler:
- Fixed potential memory corruption when user script reaches max nested if/else blocks.

Engine:
- Also tell module name and approximate source line when reporting script import errors for the variables and local functions.


Changes in the Patch 3:

Editor:
- Fixed sprite file over 2 GB could not be loaded (regression since the last patch).

Engine:
- Further improvement to GUI perfomance: don't redraw GUI when the mouse cursor is hovering over or interacting with controls not leading to an actual visual change.
- Fixed ListBox items could become unaccessible if its font or height is changed leading to a disabled scrollbar.


Changes in the Patch 2:

Engine:
- Fixed speech lipsync getting disabled after loading another game with RunAGSGame().
- Fixed MOD/XM clips fail to play (regression).
- Fixed certain OGV videos fail to play (regression).
- Fixed software renderer was not updating game screen correctly when running a game with legacy "letterboxed" feature (regression).


Changes in the Patch 1:

Editor:
- Fixed script compiler sometimes was not specifying actual Dialog number when reporting errors in the dialog scripts.

Engine:
- Fixed Game.TranslationFilename always returning empty string (regression).
- Fixed GUI controls which were toggled from disabled to enabled state not responding to the mouse clicks until the mouse is moved (regression).
- Fixed OpenGL did not apply a Linear filter when "Render sprites in screen resolution" option is off.


What is new in 3.5.1

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).
- Deprecated "Limit display mode to 16-bit" property in Runtime Setup as it's no longer used by the engine.
- Display aspect ratio in game resolution dialog.
- Implemented classic Color Picker dialog for the Color type values in the property grid, instead of the default one which does not allow user-defined colors.
- Improved tab switching performance for script windows.
- 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.
- Fixed importing Characters and GUI without sprites still created empty sprite folders.
- Fixed crash when exporting/importing Characters with no Normal View.
- Fixed translation compiler did not correctly save some of the escaped sequences, such as "\n".

Scripting:
- Implemented correct parsing of a "const string" function return type.
- Fixed implementing imported functions was forbidden in the room scripts.

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. Note that since 3.5.0 GUI.Visible only tells a script-set value.
- File.Open() now supports $CONFIGFILE$ tag which will try to open user config file for reading or writing regardless of where config is located on disk.
- Added System.SaveConfigToFile() which writes current engine settings to the user config file. Only the options that can be changed at runtime are written back at the moment.
- 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.
- Improved game perfomance by not reupdating all of the GUIs each time anything changes, instead only affected GUI will be updated each time.
- 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 pack by GUID rather than using 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.
- Added "--localuserconf" command and similar global config option 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).
- 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.
More information on log config and --tell commands currently may be found in following text file: OPTIONS.md
This has to be added to the manual eventually.
- 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, shared files and so forth, - before actually having to write these. This ensures that no new directories are created on your disk without actual need. Also this fixed a problem that could happen if someone deleted e.g. a game's save directory while game was running.
- 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 crash occuring when the speech is using text window gui with zero Padding and the speech text is an empty line.
- 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 causing crashes. Now they will be reset to dummy sprite 0 for safety.
- Fixed engine crash when button's graphic is set to sprite out of range.
- 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 certain interactions did not work with GUI if it was made fully transparent.
- 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 crash in Direct3D and OpenGL renderers that occured if game uses a plugin that performs software drawing on screen, and one of the rooms is smaller than the game's resolution.
- Fixed Direct3D was assigning wrong fullscreen refresh rate sometimes, slowing alt-tabbing.
- Fixed "--test" mode was lost upon restoring a save.

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 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).
- 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.
- Fixed engine was applying player's position too early when ChangeRoom was called for 2.72 and earlier games, which could result in wrong placement in the new room if the character was walking right before the transition.

Android:
- Corrected game scanning in AGS launcher, now it will work consistently with the desktop ports, and detect any compatible game data files named "*.ags" or "*.exe".

OSX:
- When looking for game files engine will no longer use hardcoded filename, will search for any compatible pack file instead.

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".
- Added "--no-message-box" command line option to hide message boxes when alerts are raised. These messages will be still printed to log (if one is enabled).
- Added "--console-attach" command line option to try attach to the parent process's console. This is useful if you run game from command line and want to see engine's log in the console.

WinSetup:
- Fixed changing fullscreen mode from "use current desktop" to explicit resolution on save.







Thanks to everyone who contributed to and tested this version!



#596
Quote from: lapsking on Sun 05/02/2023 12:59:28But I have realized in one of my classic medieval fonts if I use a capital letter that stretches like capital K at the end of a sentence the right side still gets cropped, though top and bottom is fine. I might never need to use a capital letter at the end of a sentence in my game, I don't know yet, but I thought with all your hard work, it might be worthy to mention it, or maybe not.

Could you post a link to let us download your font?
#597
I re-released RC7 (3.6.0.42), including one extra fixed reported by @rongel yesterday. Please download again.
(use download links in the first post)

Editor:
- Allow to find Android's sdkmanager in alternative directories when building the game for Android.

Engine:
- Fixed GetTextWidth would still return a size of an outline for an empty text string.
- Fixed preload.pcx is not displayed properly.
- Fixed legacy letterbox mode in Direct3D/OpenGL renderers.
- Fixed idle animation speed is increased by 5 on game load (regression since one of the previous RCs).
- Fixed background speech and textual overlays could disable GUI if continuously created in repeatedly_execute.
- Fixed certain MPG videos will skip if played with audio disabled.
- Fixed crash when restoring a minimized Direct3D fullscreen mode.

Android:
- AGS Player now has preference button per each game, which opens individual game's settings.
- Fixed global settings not working correctly for AGS Player.
- Fixed screen rotation setting ("unlocked" option was not working).



Reported issues remaining:
* Direct3D is said to still be not fully stable when alt+tabbing in exclusive fullscreen mode: https://www.adventuregamestudio.co.uk/forums/ags-engine-editor-releases/ags-3-6-0-release-candidate-rc1/msg636650995/#msg636650995
#598
Quote from: BowsetteGamer on Sun 05/02/2023 04:36:38Ah okay I understand why that error appears thanks for explaining it to me Snarky. One question about the saved state where it is located, that is, I save the game but where is that save located?

On Windows it is located in %USERPROFILE%\Saved Games\<Your game name>.
#599
You need to put the "import" line in the script's header; only then it will be "seen" by other scripts.

Related article in the manual:
https://adventuregamestudio.github.io/ags-manual/ImportingFunctionsAndVariables.html
#600
Quote from: rongel on Sat 04/02/2023 18:43:58
Quote from: Crimson Wizard on Sat 04/02/2023 17:40:42The question is, is your game built as 3.6.0 and run as a new game, or have you built it with 3.5.1 previously and restoring an older save made in 3.5.1?
It happens with the RC 6 and RC 7 when starting a new game. Weird thing is that I think it has well worked before, like a month ago or something. Just now noticed this behaviour when testing my game.

This might fix it:
https://cirrus-ci.com/task/5515636294549504
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