Bugfixes
- The
Panel
control now respectsmin_width
andmin_height
when auto-sizing - Fixed a bug, which could cause a missing-text warning to appear on screen when using
.add_sprite
on aControlTree
- Fixed false positive inheritance detection of
is_child_of
- Sprites added to a
ControlTree
through.add_sprite()
no longer have an undesired highlighting effect when the mouse touches them invoke_if_exists
now detects correctly when you supply a method as second argument, and not a string- StateMachine's
bc:
sprite broadcasts now send the correct event if you used a comma-separated list for multiple broadcasts in a single frame - Ctrl-A/X/C/V now work correctly in the
InputBox
in the HTML target
Room Templates Update
Important
Due to some changes in the base objects of raptor, all room templates have been updated and regenerated.
Make sure, you update your local templates to the ones attached with this release!
New features
-
Panel
now offers a new variable definitionmaximize_on_create
which will make the panel use the available screen space (VIEW or GUI, depending on thedraw_on_gui
setting). This is helpful, when you want to create a "full screen" panel to align your UI hidden on a different panel (to show it later withshow_popup(...)
than the UI_ROOT (which is always visible) -
_baseControl
offers a new functionis_window_hidden()
which allows you to determine, whether the root parent (window or panel) is currently hidden or behind any popup element. -
ControlTree
now allows direct access to its children, if you give them a name using.set_name(...)
. You can access the children throughtree.controls.your_name
. This also works for theUI_ROOT
element and all control trees in Window and Panel controls. -
I finally put
// Feather ignore
statements to raptor's folders so you no longer get annoyed by the false positives of this (awful) syntax checking system in GameMaker, if you have Feather active -
ObjectPool
now allows you to send a struct argument to theonPoolActivated
andonPoolDeactivated
callbacks to your instance. -
A new convenience function
layer_set_background_sprite
allows you to change a background layer without doinglayer_background_get_id(layer_get_id(...))
ugly code. Just by its name.
I'd like to mention at this point, there's alsolayer_set_background_color
available. This function is not new, but maybe some don't know, that it exists. -
Improved
async
support through theGAMESTARTER
object. Read all about it here