From 28d3b8bd261ae2104ecc1dd797981f831d4aca52 Mon Sep 17 00:00:00 2001 From: Ivan Mogilko Date: Sun, 11 Aug 2019 23:26:48 +0300 Subject: [PATCH] Updated build version (3.5.0.15) --- CMakeLists.txt | 2 +- Changes.txt | 47 ++++++++++++++------- Common/core/def_version.h | 4 +- Editor/AGS.Editor/app.manifest | 2 +- Editor/AGS.Types/Properties/AssemblyInfo.cs | 4 +- version.json | 2 +- 6 files changed, 39 insertions(+), 22 deletions(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index 51091f7aa6d..d1dead4f5ca 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -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 3.5.0.14 + VERSION 3.5.0.15 LANGUAGES CXX C) set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/CMake") diff --git a/Changes.txt b/Changes.txt index 8f06f565d30..38f7ac8b968 100644 --- a/Changes.txt +++ b/Changes.txt @@ -23,6 +23,8 @@ Editor: - Added "Window" - "Layout" submenu with commands for saving and loading panel layout. - Game and room templates are now by default saved in AppData/Local/AGS folder. Editor finds them in both program folder and AppData. + - Allow to change IDs of most of the game items in the project tree by swapping two + existing items. This is done by calling a context menu and choosing "Change ID". - Added "Game file name" option to let users easily set compiled game file's name. - Added "Allow relative asset resolutions" option to "Backwards Compatibility" section. Disabled by default, it makes game treat all sprites and rooms resolution as real one. @@ -59,22 +61,18 @@ Editor: - Don't display missing games in the "recent games" list. - Build autocomplete table a little faster. - Corrected .NET version query for the anonymous statistics report. - - Disabled screenshot made when sending a crash report, for security reasons. - Fixed crash and corruption of project data when writing to full disk. - Fixed saving sprite file to not cancel completely if only an optional step has failed (such as copying a backup file). - Fixed sprite folders collapsing after assigning sprite to a View frame or an object. - Fixed view loops displayed with offset if the view panel area was scrolled horizontally prior to their creation. - - Fixed Audio folders were displaying internal "AllItemsFlat" property on property grid. - Fixed MIDI audio preview was resetting all instruments to default (piano) after pausing and resuming playback. - Fixed MIDI audio preview had wrong control states set when pausing a playback. - Fixed script compiler could leave extra padding inside the compiled scripts filled with random garbage if script strings contained escaped sequences like "\n" (this was not good for source control). - - Fixed crash when editor was updating file version in compiled EXE but failed and tried to - report about that. Scripting: - Fixed compiler was not allowing to access regular properties after type's static properties @@ -109,10 +107,12 @@ Script API: TextColor. - Replaced ListBox.HideBorder and HideArrows with ShowBorder and ShowArrows. - Added TextBox.ShowBorder. + - Added AudioClip.ID which corresponds to clip's position in Game.AudioClips array. - Added Game.PlayVoiceClip() for playing non-blocking voice. - Added SkipCutscene() and eSkipScriptOnly cutscene mode. - Allowed to change Mouse.ControlEnabled property value at runtime. - Added Game.SimulateKeyPress(). + - Deprecated Character.IgnoreWalkbehinds and Object.IgnoreWalkbehinds. - Deprecated DrawingSurface.UseHighResCoordinates. Also, assigning it will be ignored if game's "Allow relative asset resolutions" option is disabled. @@ -127,10 +127,11 @@ Engine: - Try to create all subdirectories when calling File.Open() for writing, DynamicSprite.SaveToFile() and Game.SetSaveGameDirectory(). - Reimplemented threaded audio, should now work correctly on all platforms. + - Made debug overlay (console and fps counter) display above any game effects (tint, fade, etc) + - Made fps display more stable and timing correct when framerate is maxed out for test purposes. - Improved performance of hardware-accelerated renderers by not preparing a stage bitmap for plugins unless any plugin hooked for the particular drawing events. - Reimplemented FRead and FWrite plugin API functions, should now work in 64-bit mode too. - - Made fps display more stable and timing correct when framerate is maxed out for test purposes. - Support "--gfxdriver" command line argument that overrides graphics driver in config. - Use "digiid" and "midiid" config options to be used on all platforms alike and allow these to represent driver ID as a plain string and encoded as an integer value (for compatibility). @@ -141,20 +142,42 @@ Engine: - Expanded some of the error messages providing more information to end-user and developers. - Fixed engine could not locate game data if relative path was passed in command line. - Fixed potential bug which could cause DoOnceOnly tokens to be read incorrectly from a savedgame. - - Fixed Character.DestinationY telling incorrect values beyond Y = 255. - - Fixed DynamicSprite.SaveToFile() not appending ".bmp" if no extension was specified. - Fixed old walk-behind cut-outs could be displayed on first update in a room if the room's background was modified using raw drawing commands before fade-in. This happened only when running Direct3D or OpenGL renderer. Note that this bug was probably never noticed by players for a certain barely related reason. - - Fixed IsMusicVoxAvailable() not working correctly in old games which use 'music.vox'. + - Fixed BlackBox-in transition done by software renderer could have wrong aspect ratio. + - Fixed Direct3D and OpenGL displayed pink (255, 0, 255) fade as transparent. - Fixed a bug in mp3/ogg decoder where it assumed creating an audiostream succeeded without actually testing one. + - Fixed increased CPU load when displaying built-in dialogs (save, restore etc). + +Linux: + - Use same FreeType library sources as Windows version, which suppose to fix TTF font glitches. + - Re-enabled threaded audio setting. + +Windows: + - Windows version of AGS is now built with MSVS 2015 and higher. + - Engine is marked as a DPI-aware application that supposed to prevent window scaling by system. + + +VERSION 3.4.4, July 2019 + +Editor: + - Disabled screenshot made when sending a crash report, for security reasons. + - Fixed Audio folders were displaying internal "AllItemsFlat" property on property grid. + - Fixed crash when editor was updating file version in compiled EXE but failed and tried to + report about that. + +Engine: + - Fixed Character.DestinationY telling incorrect values beyond Y = 255. + - Fixed DynamicSprite.SaveToFile() not appending ".bmp" if no extension was specified. + - Fixed IsMusicVoxAvailable() not working correctly in old games which use 'music.vox'. - Restored support for running games made with experimental 3.3.0 CR version. - Fixed character's blinking frames drawn incorrectly when legacy sprite blending mode was on. - - Fixed increased CPU load when displaying built-in dialogs (save, restore etc). - Restored legacy InventoryScreen() behavior which picked sprites 0, 1, 2 for inventory dialog buttons when predefined 2041, 2042 and 2043 were not available. + - Fixed negative "cachemax" value in config could lock the engine at startup. - Added Scavenger's palgorithms plugin to the list of builtins, for ports that use ones. - Added stubs for monkey0506's Steam and GoG plugins to let run games on systems that do not have Steam/GoG installed (all related functionality will be disabled though). @@ -163,12 +186,6 @@ Engine: Linux: - Support for OpenGL renderer. - - Use same FreeType library sources as Windows version, which suppose to fix TTF font glitches. - - Re-enabled threaded audio setting. - -Windows: - - Windows version of AGS is now built with MSVS 2015 and higher. - - Engine is marked as a DPI-aware application that supposed to prevent window scaling by system. VERSION 3.4.3 - Patch 1, February 2019 diff --git a/Common/core/def_version.h b/Common/core/def_version.h index 73819067247..0b51556c083 100644 --- a/Common/core/def_version.h +++ b/Common/core/def_version.h @@ -1,9 +1,9 @@ #ifndef __AGS_CN_CORE__DEFVERSION_H #define __AGS_CN_CORE__DEFVERSION_H -#define ACI_VERSION_STR "3.5.0.14" +#define ACI_VERSION_STR "3.5.0.15" #if defined (RC_INVOKED) // for MSVC resource compiler -#define ACI_VERSION_MSRC_DEF 3,5,0,14 +#define ACI_VERSION_MSRC_DEF 3,5,0,15 #endif #ifdef NO_MP3_PLAYER diff --git a/Editor/AGS.Editor/app.manifest b/Editor/AGS.Editor/app.manifest index 28545de6f4e..a657bf3799e 100644 --- a/Editor/AGS.Editor/app.manifest +++ b/Editor/AGS.Editor/app.manifest @@ -1,6 +1,6 @@  - + diff --git a/Editor/AGS.Types/Properties/AssemblyInfo.cs b/Editor/AGS.Types/Properties/AssemblyInfo.cs index fa2c88f2ac6..4cd2c4dc965 100644 --- a/Editor/AGS.Types/Properties/AssemblyInfo.cs +++ b/Editor/AGS.Types/Properties/AssemblyInfo.cs @@ -22,9 +22,9 @@ namespace AGS.Types public class Version { public static readonly bool IS_BETA_VERSION = true; - public const string AGS_EDITOR_DATE = "June 2019"; + public const string AGS_EDITOR_DATE = "August 2019"; public const string AGS_EDITOR_FRIENDLY_VERSION = "3.5.0"; - public const string AGS_EDITOR_VERSION = "3.5.0.14"; + public const string AGS_EDITOR_VERSION = "3.5.0.15"; public const string AGS_EDITOR_COPYRIGHT = "Copyright © 2006-2011 Chris Jones and 2011-2019 others."; } } diff --git a/version.json b/version.json index 351144e7e1d..37226cb58ec 100644 --- a/version.json +++ b/version.json @@ -1,5 +1,5 @@ { - "version": "3.5.0.14", + "version": "3.5.0.15", "versionFriendly": "3.5.0", "versionSp": "", "appID": "6b60d97d-db82-4986-995f-31e2aad16832"