Adventure Game Studio

AGS Support => AGS Engine & Editor Releases => Topic started by: Crimson Wizard on Sat 14/12/2019 18:26:13

Title: AGS 3.5.0
Post by: Crimson Wizard on Sat 14/12/2019 18:26:13
AGS 3.5.0
Final release number: 3.5.0.22

Download AGS 3.5.0 installer (https://github.com/adventuregamestudio/ags/releases/download/v.3.5.0.22/AGS-3.5.0.22.exe)
Download AGS 3.5.0 as a .zip archive (https://github.com/adventuregamestudio/ags/releases/download/v.3.5.0.22/AGS-3.5.0.22.zip)

For Editor
Spoiler

VC 2015 redistributable needed for AGS Editor on Windows (https://download.microsoft.com/download/6/A/A/6AA4EDFF-645B-48C5-81CC-ED5963AEAD48/vc_redist.x86.exe)
Download Dark UI Theme for the editor (https://github.com/adventuregamestudio/ags/files/1613027/VisualStudioDark.zip)
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For Android
Spoiler

Android launcher (APK signed with Debug key), suitable for running any compatible AGS game (https://github.com/adventuregamestudio/ags/releases/download/v.3.5.0.22/AGS-3.5.0.22-debug.apk)
Native engine libraries, for making your own signed APKs (https://github.com/adventuregamestudio/ags/releases/download/v.3.5.0.22/AGS-3.5.0.22-android-libs.zip)
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For Engine/Editor developers
Spoiler

AGS source code central repository (https://github.com/adventuregamestudio/ags/tree/release-3.5.0)
Debug symbols database (for analysing crash dumps) (https://github.com/adventuregamestudio/ags/releases/download/v.3.5.0.22/AGS-3.5.0.22-pdb.zip)
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Released: 14th December 2019

Previous stable version: AGS 3.4.3 P1 forum thread (https://www.adventuregamestudio.co.uk/forums/index.php?topic=56887.0)


This release is brought to you by:

- Alan v. Drake
- BigMC (fixes to building on some Linux systems)
- ChamberOfFear (Editor's Color Themes)
- Crimson Wizard
- John Steele Scott (OpenGL support on Linux)
- Martin Sedlak (new pathfinding)
- Matthew Gambrell (better threaded audio support and bug fixes)
- monkey0506 (steam/gog plugin stubs)
- morganw
- rofl0r (bug fixes)
- scottchiefbaker (fixes to building on some Linux systems)
- sonneveld
- tzachs (new navigation bar for the Room Editor)


What is new in 3.5.0

AGS 3.5.0 has brought a number of completely new features and changed few older things. Make sure to read "Upgrade to AGS 3.5" topic (and corresponding topics for previous versions) in the manual to learn more about these changes. If something is not clear or missing, please tell about it and we will add necessary information. (Online version: https://github.com/adventuregamestudio/ags-manual/wiki/UpgradeTo35)
Note that now we have a new manual project, where the source is in Wiki format that everyone with github account can edit here: https://github.com/adventuregamestudio/ags-manual/wiki . We will appreciate any help in expanding and improving the manual, because AGS documentation had been lacking clear info about many things for too long.
We may be updating this release with patches to manual too as it is being amended.

NOTE: Following list also contains changes made in AGS 3.4.4, they are fully integrated into 3.5.0, of course. 3.4.4 version was never formally released on forums, because it was mainly quick update for Linux port (and there were some other issues with the release process).


Common features:
- Now using Allegro v4.4.3 library (previously v4.4.2).
- Support for large files: compiled game, sprite set, room files now may exceed 2 GB.
- Deprecated relative assets resolutions: now sprites, rooms and fonts are considered to match game's resolution by default and not resized, unless running in backwards-compatibility mode.
- Allow room size to be smaller than the game's resolution.
- Removed fonts count limit.
- Raised imported sprites count limit to 90000 and removed total sprite count limit (this means you may have around 2 billions of dynamic sprites).
- Removed length limit on the Button and TextBox text (was 50 and 200 respectively).
- Removed limit on ListBox item count (was 200).

Editor:
- Editor requires .NET Framework 4.5 to run. Dropped Windows XP support.
- Editor preferences are now stored using .NET configuration model, instead of the Windows registry.
- Added support for custom UI color themes.
- 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.
- Added "Custom Say/Narrate function in dialog scripts" options which determine what functions are used when converting character lines in dialog scripts to real script.
   Important: this does not work with the "Say" checkbox. The workaround is to duplicate option text as a first cue in the dialog script.
- New revamped sprite import window.
- Sprites that were created using tiled import can now be properly reimported from source.
- Added context menu command to open sprite's source file location.
- Using Magick.NET library as a GIF loader. This should fix faulty GIF imports.
- New sprite export dialog that lets you configure some export preferences, including remapping sprite source paths.
- Sprites have "Real" resolution type by default. "Low" and "High resolution" are kept for backwards compatibility only. When importing older games resolution type will be promoted to "Real" whenever it matches the game.
- New navigation bar in the room editor, which allows to select any room object or region for editing, show/hide and lock room objects and regions in any combination. These settings are saved in the special roomXXX.crm.user files.
- Improved how Room zoom slider works, now supports downscale.
- Added "Export mask to file" tool button to the Room Editor.
- Added MaskResolution property to Rooms. It ranges from 1:1 to 1:4 and lets you define the precision of Hotspot, Regions and Walkable Areas relative to room background.
- Added "Default room mask resolution" to General Settings, which value will be applied to any room opened for editing in this game for the first time.
- Added "Scale movement speed with room's mask resolution" to General Settings.
- Removed Locked property from the Room Object, objects are now locked by the navbar.
- Split GUI's Visibility property into PopupStyle and Visible properties.
- Added Clickable, Enabled and Visible properties to GUI Controls.
- "Import over font" command now supports importing WFN fonts too.
- Removed "Fonts designed for high resolution" option from General Settings. Instead added individual SizeMultiplier property to Fonts.
- Alphabetically sort audio clips in the drop lists.
- Display audio clip length on the preview pane without starting playback.
- Sync variable type selector in Global Variables pane with the actual list of supported script types.
- Added ThreadedAudio property to Default Setup.
- In preferences added an option telling whether to automatically reload scripts changed externally.
- Added "Always" choice to "Popup message on compile" preference. Successful compilation popup will only be displayed if "Always" choice is selected.
- Added shortcut key combination (Shift + F5) for stopping a game's debug run.
- Don't display missing games in the "recent games" list.
- Build autocomplete table a little faster.
- Disabled sending crash reports and anonymous statistics, because of the AGS server issues.
- Disabled screenshot made when sending a crash report, for security reasons.
- Corrected .NET version query for the anonymous statistics report.
- Fixed Default Setup was not assigned a proper Title derived of a new game name.
- 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 changing character's starting room did not update list of characters on property pane of a room editor until user switches editing mode or reloads the room.
- Fixed room editor kept displaying selection box over character after its starting room has changed.
- Fixed room editor not suggesting user to save the room after changing object's sprite by double-clicking on it.
- 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 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 autocomplete not showing up correctly if user has multiple monitors.
- Fixed autocomplete crashing with empty /// comments.
- 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 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.

Scripting:
- Fixed compiler was not allowing to access regular properties after type's static properties in a sequence (for example: DateTime.Now.Hour).

Script API:
- Introduced new managed struct Point describing (x,y) coordinates.
- Introduced StringCompareStyle enum and replaced "caseSensitive" argument in String functions with argument of StringCompareStyle type.
- Implemented Dictionary and Set script classes supporting storage and lookup of strings and key/value pairs in sorted or unsorted way. Added SortStyle enum for use with them.
- Implemented Viewport and Camera script classes which control how room is displayed on screen.
- Implemented Screen struct with a number of static functions and properties, which notably features references to the existing Viewports. Deprecated System's ScreenWidth, ScreenHeight   ViewportWidth and ViewportHeight in favor of Screen's properties.
- Added Game.Camera, Game.Cameras and Game.CameraCount properties.
- All functions that find room objects under screen coordinates are now being clipped by the viewport (fail if there's no room viewport at these coordinates). This refers to: GetLocationName, GetLocationType, IsInteractionAvailable, Room.ProcessClick, GetWalkableAreaAt and all of the GetAtScreenXY functions (and corresponding deprecated functions).
- Added Character.GetAtRoomXY, Hotspot.GetAtRoomXY, Object.GetAtRoomXY, Region.GetAtScreenXY, replaced GetWalkableAreaAt with GetWalkableAreaAtScreen and added GetWalkableAreaAtRoom.
- Replaced Alignment enum with a new one which has eight values from TopLeft to BottomRight.
- Renamed old Alignment enum to HorizontalAlignment, intended for parameters that are only allowed to be Left, Center or Right.
- Added new script class TextWindowGUI, which extends GUI class and is meant to access text-window specific properties: TextColor and TextPadding.
- Added new properties to GUI class: AsTextWindow (readonly), BackgroundColor, BorderColor, PopupStyle (readonly), PopupYPos.
- Added Button.TextAlignment and Label.TextAlignment.
- Added missing properties for ListBox: SelectedBackColor, SelectedTextColor, TextAlignment, 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().
- Added optional "frame" parameter to Character.Animate and Object.Animate, letting you begin animation from any frame in the loop.
- Deprecated "system" object (not System struct!).
- 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.

Engine:
- New pathfinder based on the A* jump point search.
- Implemented new savegame format. Much cleaner than the old one, and easier to extend, it should also reduce the size of the save files.
   The engine is still capable of loading older saves, temporarily.
- Implemented support for sprite batch transformations.
- Implemented custom room viewport and camera.
- Removed limits on built-in text wrapping (was 50 lines of 200 chars max each).
- Removed 200 chars limit for DoOnceOnly token length.
- 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.
- Print debug overlay text using Game.NormalFont (was hard-coded to default speech font).
- 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.
- Support "--gfxdriver" command line argument that overrides graphics driver in config.
- Implemented "--tell" set of commands that print certain engine and/or game data to stdout.
- 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).
- Completely removed old and unsupported record/replay functionality.
- Replaced number of fatal errors reported for incorrectly called script functions with a warning to the warnings.log instead. This is done either when arguments may be fixed automatically, or script command simply cannot be executed under current circumstances.
- 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 engine crashing with "division by zero" error if user set InventoryWindow's ItemWidth or ItemHeight to 0.
- Fixed engine crashing if Object.SetView is called with a view that does not have any loops.
- 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 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 Direct3D was slightly distorting game image in pixel perfect mode.
- Fixed Direct3D was not clearing black borders in fullscreen, which could cause graphical artifacts remaining after the Steam overlay, for example.
- Fixed potential crash that could happen when switching between fullscreen and windowed mode, or switching back into game window (only observed on Linux for some reason).
- 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).
- 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.
- 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).
- Added stubs for SpriteFont plugin.
- Added missing stubs for agswadjetutil plugin.

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.
- $APPDATADIR$ script paths are now mapped to "$XDG_DATA_HOME/ags-common", making sure it is a writeable location.

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.

WinSetup:
- Added "Enable threaded audio" checkbox.




Thanks to everyone who contributed to and tested this version!




KNOWN ISSUES:
(to be fixed in following patches)

1. Unfortunately, there's a serious regression found in AGS 3.5.0 related to use of sounds in ViewFrames.
In 3.5.0 audio clips were added explicit ID property, similar to everything else, but now when you delete sounds these IDs shift. In previous versions there was an internal index used to reference clips from ViewFrames and few other properties, and that index was not changed when you delete clips, but now these places use clip ID, which is a mistake.
This is a big  oversight, and may break your ViewFrame sound references when you modify audio clip list in the middle.
PS. To put simply, don't delete audio clips , or do "Change ID" on them until the patch!

UPDATE: Above was fixed in AGS 3.5.0 Patch 1
Title: Re: AGS 3.5.0 -- latest STABLE version
Post by: cat on Sat 14/12/2019 21:11:41
Congratulations, awesome news!

Great job everyone  (nod)
Title: Re: AGS 3.5.0 -- latest STABLE version
Post by: Matti on Sun 15/12/2019 01:33:28
Great work! Thanks everyone  :)
Title: Re: AGS 3.5.0 -- latest STABLE version
Post by: Cassiebsg on Sun 15/12/2019 08:30:20
Cool that it's finally released and now the official latest version!  (nod)
Good work everybody!  :-D
Title: Re: AGS 3.5.0 -- latest STABLE version
Post by: Mehrdad on Sun 15/12/2019 13:24:19
Well done!. Thanks a lot, CW and others  ;)
Title: Re: AGS 3.5.0 -- latest STABLE version
Post by: Andersk on Sun 15/12/2019 14:30:37
Awesome! Thank you so much!  :-D
Title: Re: AGS 3.5.0 -- latest STABLE version
Post by: on Tue 17/12/2019 12:36:39
It's a pity that I abandoned game development because this new version makes up for the shortcomings of previous versions.
I think AGS could be considered a disgo opponent for Visionarie.

I take to warn that the verb template has an error in the code that makes it impossible to use.
Title: Re: AGS 3.5.0 -- latest STABLE version
Post by: stopmotion24 on Thu 19/12/2019 08:17:01
Really amazing! Thank you to all who worked on this version! :)
Title: Re: AGS 3.5.0 -- latest STABLE version
Post by: Crimson Wizard on Thu 19/12/2019 09:09:24
Quote from: Neo_One on Tue 17/12/2019 12:36:39
I take to warn that the verb template has an error in the code that makes it impossible to use.

What error is that, a compilation error or logic one? IIRC I was rebuilding all templates before packing them up into this version, but may not run full test.

Note that all default template sources are here: https://github.com/adventuregamestudio/ags-template-source, and it is possible to post a bug report in the issue tracker.
Title: Re: AGS 3.5.0 -- latest STABLE version
Post by: CaptainD on Thu 19/12/2019 11:01:57
Thanks so much everyone for your hard work!
Title: Re: AGS 3.5.0 -- latest STABLE version
Post by: RetroJay on Thu 19/12/2019 17:01:21
Oh WOW!! 8-0

This is fantastic. Thank you Crimson and all those involved in the making of this new version.
For some time now I have been wondering what version to use.
My game making has been on hiatus for quite a while, while I tried to make a decision.
I look forward to working with this.

Once again, thank you.
Title: Re: AGS 3.5.0 -- latest STABLE version
Post by: Crimson Wizard on Sat 21/12/2019 14:05:21
IMPORTANT: Unfortunately, there's a serious regression found in AGS 3.5.0 related to use of sounds in ViewFrames.

In 3.5.0 audio clips were added explicit ID property, similar to everything else, but when you delete sounds these IDs shift (just like with Characters etc).
In previous versions there was an internal fixed index used to reference clips from ViewFrames and few other properties, and that index was not changed when you delete clips, but now these places use clip ID, which is a mistake.

This is a big  oversight, and may break your ViewFrame sound references when you modify audio clip list by, for example, deleting clips in the middle.

I am currently working on a fix.


PS. To put simply, don't delete audio clips , or do "Change ID" on them until the patch!
Title: Re: AGS 3.5.0 -- latest STABLE version
Post by: Monsieur OUXX on Mon 23/12/2019 00:21:38
I am extremely happy about this new release. The new changes are serious business.  ;-D

Title: Re: AGS 3.5.0 -- latest STABLE version
Post by: greg on Mon 23/12/2019 20:02:49
Thanks so much, Crimson Wizard!  3.5 looks awesome!

> This is a big oversight, and may break your ViewFrame sound references when you modify audio clip list by, for example, deleting clips in the middle.

To confirm, does this affect ViewFrame sounds set via ViewFrame.LinkedAudio = aSoundName, or just ViewFrame sounds set through the UI (via the drop-down menu under Properties > Frame > Sound)?
Title: Re: AGS 3.5.0 -- latest STABLE version
Post by: Crimson Wizard on Mon 23/12/2019 20:12:39
Quote from: greg on Mon 23/12/2019 20:02:49
> This is a big oversight, and may break your ViewFrame sound references when you modify audio clip list by, for example, deleting clips in the middle.

To confirm, does this affect ViewFrame sounds set via ViewFrame.LinkedAudio = aSoundName, or just ViewFrame sounds set through the UI (via the drop-down menu under Properties > Frame > Sound)?

Only ones set through properties in the Editor, because at the runtime the clips array is constant and you are using script name rather than a number.

We are already preparing the patch with this, and few others rather minor bugs fixed, I am currently waiting for couple of days to see if anything else pops out.
Title: Re: AGS 3.5.0 -- latest STABLE version
Post by: arj0n on Mon 23/12/2019 21:40:21
not sure if this is related to this 3.5.0 subject, and therefor if this is the correct place to post this, but the 'AGS 3.5.0 - RC 5 (new upcoming version)' thread is locked. Here's a crash info:

using v3.5.0.21 this suddenly happened:

Spoiler

---------------------------
Application Error
---------------------------
An unexpected error occurred. See below for details.

System.ComponentModel.Win32Exception (0x80004005): Error creating window handle.

   at System.Windows.Forms.NativeWindow.CreateHandle(CreateParams cp)

   at System.Windows.Forms.Control.CreateHandle()

   at System.Windows.Forms.ToolStripDropDown.CreateHandle()

   at System.Windows.Forms.Control.get_Handle()

   at System.Windows.Forms.ToolStripManager.ModalMenuFilter.PreFilterMessage(Message& m)

   at System.Windows.Forms.Application.ThreadContext.ProcessFilters(MSG& msg, Boolean& modified)

   at System.Windows.Forms.Application.ThreadContext.PreTranslateMessage(MSG& msg)

   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FPreTranslateMessage(MSG& msg)

   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)

   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)

   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)

   at System.Windows.Forms.Application.Run(Form mainForm)

   at AGS.Editor.Program.RunApplication(String[] args)
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The project was locked. I killed the process and restarted AGS. The project was loaded fine and did compile without problems.
Title: Re: AGS 3.5.0 -- latest STABLE version
Post by: Crimson Wizard on Tue 24/12/2019 09:06:59
@arj0n, do you remember anything about what you were doing when this happened?
Title: Re: AGS 3.5.0 -- latest STABLE version
Post by: on Tue 24/12/2019 17:05:16
Quote from: Crimson Wizard on Thu 19/12/2019 09:09:24
Quote from: Neo_One on Tue 17/12/2019 12:36:39
I take to warn that the verb template has an error in the code that makes it impossible to use.

What error is that, a compilation error or logic one? IIRC I was rebuilding all templates before packing them up into this version, but may not run full test.

Note that all default template sources are here: https://github.com/adventuregamestudio/ags-template-source, and it is possible to post a bug report in the issue tracker.

This is the error
(https://pbs.twimg.com/media/EMkUFMUWkAAPMTu?format=png&name=large)
Title: Re: AGS 3.5.0 -- latest STABLE version
Post by: eri0o on Tue 24/12/2019 17:13:02
This function is on the Tumbleweed template. The Tumbleweed template hasn't been updated to 3.5.0 Viewport/Camera API. It can, though, be used by setting Script Compatibility level to 3.4.1 under General Settings. This is the only code that is get directly from Abstauber repo and not the AGS repo though.
Title: Re: AGS 3.5.0 -- latest STABLE version
Post by: Crimson Wizard on Tue 24/12/2019 17:17:19
Oh weird, I misread "the verb template" as "Verb-Coin" template.

I forgot to do this, but we need to poke abstauber and ask him to upgrade and release Tumbleweed for 3.5.0. Or someone could make a patch for him.
https://github.com/dkrey/ags_tumbleweed

EDIT: He has commit called "3.5.0 compatibility"
https://github.com/dkrey/ags_tumbleweed/commit/efc35cba4051ccef028bf6c7fad183570fa49f2d#diff-e5a81dbc5b63cf03ec7470a1a9e9402cR1562
But there's no new release posted.
Title: Re: AGS 3.5.0 -- latest STABLE version
Post by: HanaIndiana on Tue 24/12/2019 18:43:19
Woohoo! Amazing stuff  :grin:
Title: Re: AGS 3.5.0 -- latest STABLE version
Post by: arj0n on Tue 24/12/2019 21:15:46
@Crimson Wizard:

yes, i was drawing hotspots, linking them to the local room script and scripting the actions.
Global variables pane was also open in the editor. I remember deleting one variable after first changing all the room scripts (and possibly the global script) were that specific variable was used.
Not sure if also one or more views where also open in the editor at that moment.
Title: Re: AGS 3.5.0
Post by: Crimson Wizard on Mon 30/12/2019 21:07:16
Released 3.5.0 Patch 1 with some very important fixes: https://www.adventuregamestudio.co.uk/forums/index.php?topic=57668.0

@arj0n I opened a ticket with your report (https://github.com/adventuregamestudio/ags/issues/1027), but frankly it's an obscure thing so may take a while to fix. I hope it does not happen anymore or too often...