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Release 2406

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@Grisgram Grisgram released this 04 Jun 13:32
· 109 commits to main since this release
40fd2b1

Bugfixes

  • The Panel control now respects min_width and min_height when auto-sizing
  • Fixed a bug, which could cause a missing-text warning to appear on screen when using .add_sprite on a ControlTree
  • 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 definition maximize_on_create which will make the panel use the available screen space (VIEW or GUI, depending on the draw_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 with show_popup(...) than the UI_ROOT (which is always visible)

  • _baseControl offers a new function is_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 through tree.controls.your_name. This also works for the UI_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 the onPoolActivated and onPoolDeactivated callbacks to your instance.

  • A new convenience function layer_set_background_sprite allows you to change a background layer without doing layer_background_get_id(layer_get_id(...)) ugly code. Just by its name.
    I'd like to mention at this point, there's also layer_set_background_color available. This function is not new, but maybe some don't know, that it exists.

  • Improved async support through the GAMESTARTER object. Read all about it here