BYOND 4.0 Version 401.963 Release Notes
Fixes (952)
- Clearing input() and alert() boxes (by deleting the object that spawned them) did not work. (The Author)
- The tab order from the send page dialog had gotten messed up. (Nadrew)
Features (952)
- Hopefully smarter resizing that isn't a cpu hog. (Jon88, Vermolius)
- The system dialog will only appear on new messages if the game is compiled in debug mode or the client has set the "debug" preference to "on" (seeker.txt). (Audeuro, Foomer)
- The Games (preference) tab now accessible from the pager (mostly so it's not so difficult to explain how to disable hardware-mode while until we fix the problem).
- The pager Style tab has been replaced by an Appearance tab with the usual font/color boxes.
- The pager and client now have F1 shortcut to help. (Tiberath)
Fixes (953)
- Runtime "type mismatch" errors have been improved for the += and -= operators. (Android Data)
- Atoms that only used a sub-state (such as "1,1") of a big icon could not be added to the map in Dream Maker. (Abhishake)
- Worlds that were remotely hosted in invisible mode or by a host with an invisible pager would not send proper info about the .dmb version to the client, causing problems with some mouse messages in BYOND 4.0. (Android Data)
- Atoms with a pixel offset less than 0 or more than 32 would report icon-x and icon-y improperly in mouse parameters when clicked. (Gakumerasara)
- Icons that were displayed before an output control was cleared would not display again after clearing it. (Nadrew)
- Calling run() for a file located in a subdirectory like "help/help.html" would fail silently in most cases. Some other run() calls would also fail silently. (CaptFalcon33035)
- Macros and commands still worked when the world was disconnected, causing weird messages like "Connecting to byond://.east". (GhostAnime)
- Keys ending in a period followed by a number could not log into games properly. The fix should make this possible now, but it will not guarantee such keys will be problem-free in games. (Anatta.0)
- Links in the Options & Messages window were not activating when clicked. (Hiead)
- When using old-style "macro mode" in a game by setting client/command_text=".alt ", typing in a non-default input control would not work. (SolarOblivion)
- Interpretation of newline characters inside HTML tags was inconsistent, behaving differently on the first line printed after a stylesheet change. Now the intended behavior is maintained, that block-level tags such as %lt;h1%gt; and %lt;center%gt; do not print \n as a line break. (Polantaris)
- Controls in DM which were not selected would not adapt properly to size changes while their "edit control" windows were open. (SolarOblivion)
- An input control with is-disabled=true will no longer register as active. (DarkCampaigner)
- When connected to a server hosted in BYOND 3.5, changing client.perspective could cause the skin to be reloaded. (JamesBurrow)
- Windows did not properly maximize/restore in response to setting is-maximized at runtime. (Strai)
- The output control's stylesheet in DM did not allow multiline editing.
- Window and control names using uppercase characters would not respond to winset() or winget() instructions.
- Setting a Child control's left or right pane ID to a pane it was already using as left or right would cause problems unless doing a swap all at once in the same winset(). (Nadrew)
- When a Child would set its left pane to the right pane's ID without doing anything with the right pane yet, The pane would return to the right side, leaving the left side blank. (Nadrew)
- When asked to update a skin to a new version, choosing "No" only meant the update would be automatic (instead of ignored) the next time. (Crashed)
- Deleting all local macros was not possible without manually clearing the file contents. (Jon88, Rinaldo)
- It was possible to create two macros with identical key combinations. Deleting one of them would cause a crash. (SpikeNeedle)
- Object images in grids did not align to the grid correctly, and would display one pixel too far up. (Flick)
- 32�32 object images in grids did not appear when margins were set to 0 via the style parameter.
- Text mode, or icon mode without OpenGL, was not properly blanking out the empty space to the left or right of the map when using a specific icon-size smaller than the view. (Kalzar)
- Keys starting with numbers, although they aren't supposed to exist, can now be banned in Dream Daemon properly. (Unknown Person)
- Splitters could not be dragged totally to one side or the other. (Falacy)
Features (953)
- When a game is started, if there is an input control available (especially a default input), it will get the focus.
- Typing will automatically set focus to whatever input control receives the key.
- winget() can be called with a blank window name to retrieve special params that exist for the whole game:
focus - the control that currently has focus, or blank if no control has focus
windows - the names of all open windows, separated by semicolons
- The .winset command now uses a different conditional syntax:
.winset control=param ? choice1 : choice2
.winset control!=param ? choice1 : choice2
.winset control=param ? choice1
.winset control!=param ? choice1
choice1 and choice2 are other control=param settings. You may use more than one in a row by separating them with a space instead of the usual semicolon.
- The Map, Browser, and Info controls now have on-show and on-hide parameters, which dictate how they appear or disappear in response to the game's needs. As a result of this, the updated default skin is now "smart" enough that you can create a copy and use it in your game without any ill effects. (At present on-show and on-hide may not be edited in DM.)
- Several settings (such as splitter position) now save along with the local copy of the game's skin, and will restore themselves when the game is played again.
- In the DM window editor, a button has been added to the Anchors tab of a control's properties to set anchors based on the current position of the control. (Genjura)
- Grids will avoid auto-sizing their columns and rows too often during a series of updates. This is now done on a short timer.
Fixes (954)
- In 953, statpanels and grids without images were causing crashes.
- A minor but steady memory leak in OpenGL was fixed. The routine in question, wglMakeCurrent(), is simply not called now because it is not needed. On ATI graphics cards (and possibly others), this call has a leak.
- : Button.is-checked was not set to true for radio buttons unless they were clicked twice. (Clowd)
- The Fill Window button in the control properties in DM would fill a control past the window's available size if a statusbar was present. (ACWraith)
- Windows did not maximize properly. (Abhishake)
- Text in grids would sometimes not wrap correctly. Insted it cut off the last line with ... when it should have added another line.
- The Options & Messages box in Dream Seeker now has a checkbox giving users an option to allow the window to appear in response to error messages, or leave it silent.
- When rebooting a world hosted in Dream Daemon, player keys might be replaced with garbage text.
- Icons' "mask" color was not being preserved when loaded in Dream Maker. (The Naked Ninja)
Features (954)
- Splitters in Child controls can be colored by changing the control's background color.
Fixes (955)
- OpenGL was lagging and crashing. I don't know if we fixed that, but this version uses DirectX (DX8) instead so if you have had problems, please let us know. The OpenGL is still accessible, but it's hidden in the cfg/seeker.txt:
graphics-hwdriver can be set to "dx" or "gl"
GDI is still used if graphics-hwmode is set to "off" (this replaces hardware-render)
(Note: I assume DX8 is on everyone's machine. It's pretty damn old. If not, and this turns out working ok, we'll need a link I guess.)
- Icons or images not attached to an actual atom would display the wrong background color in certain cases.
- A potential issue with mixing is-list and images in grids has been fixed.
- telnet:// links did not open in a new window as they should. IRC still doesn't work properly but that was broken in 3.0 or 3.5 and we're just not going to waste time on that now.
- Logging with the output control would save the filename to whatever the working directory was at the time, regardless of the path actually chosen by the user.
- When the skin provided for a world had a slightly different version (e.g. would save differently) than the player's game, DS would prompt for updates in situations where it should have updated silently.
- Grids would not autosize correctly in some cases, especially while invisible.
- Fixed some memory leaks. There appear to be a few left yet so we're going to try to take care of those shortly.
Features (955)
- GDI mode (hardware rendering off) should stretch a lot better now. Hopefully it's not much slower, but let us know. Still no alpha in GDI mode, and I hope DX is so successful that we never have to worry about it.
- Screenshots in DX/GDI save in their native (32x32) size. Not so much a new feature as a "hard to do stretching correctly in DX8" tweak.
- The menu from the Options & Messages box is now available by right-clicking Dream Seeker in the taskbar or titlebar/systemmenu.
Fixes (956)
- Screen objects weren't layering properly.
- Dream Seeker would not load the default skin for games hosted in BYOND 3.5 that did not use a .dms script file. (Zaltron)
Fixes (957)
- Fixed another layering issue with map drawing in DirectX.
- Fixed a crash/hang situation when updating a game skin.
Fixes (958)
- The grid control was crashing in certain cases (as of 955). (Khalamari)
- Toggling on the titlebar in a window would cause controls to shift position upwards as if they belonged in a smaller window, and then stay there. (SpikeNeedle)
- DS would crash when ! was used without history. (Falacy)
Fixes (959)
- When trying to close or quit a game which had already disconnected you, DS would not shut down properly and would run invisibly in the background. (Falacy)
- When disconnected from a game, the window would reset even though it shouldn't actually do that until reconnecting. (Lummox JR)
- The map no longer draws when the game is minimized, possibly fixing a bug on some machines. (Jon88)
- Possible fix to alpha failure on some machines.
Fixes (960)
- Certain custom skins weren't loading. (Zaltron)
- Editing a control in the DM skin editor, after dragging the main editor panel lower, would cause the control's edit box to stretch vertically. (The Magic Man)
- More minor memory leak fixes.
Fixes (961)
- Turfs with alpha-transparency were not being layered correctly in the map editor. (The Magic Man)
- The map would sometimes stay fixed on the desktop, particularly after minimizing the window (Jon88)
- Setting grid.current-cell="[col],0" or "0,[row]" did not keep the same row/column as expected.
- Text in a grid would be centered vertically when first applied, but then correctly display aligned to the top of the cell when the size adjusted. (Kakashi24142)
- The Child and Tab controls didn't always respond properly to panes with IDs that were not all lowercase. (Ghost Anime)
- More minor memory leak fixes.
Features (961)
- Buttons now show border colors based on their background color, instead of relying on the system defaults which may clash.
- In the skin editor in DM, colors and fonts you have used in your skin are readily available and easy to select.
- The menu editor in DM's skin editor now provides the ability to insert a menu item to a specific position in the menu (above the current selection). The "paste" operation works the same way.
- The skin reference has two new sections at the end, on limitations of the grid/info controls, and a listing of quirks of certain parameters
Fixes (962)
- Icons were sometimes corrupted on server reboots. (IainPerigrine)
- DS wasn't reporting the correct error for failed hub connections.
- Links in DS weren't formatted correctly.
Fixes (963)
- Unlit tiles weren't properly clipping moving (or pixel-offset) objects. (Gakumerasara)
- Panes in with mixed-case IDs did not load correctly in certain cases. (ACWraith)
- DS wasn't properly authenticating keys in all situations.
- Closing DS while a safety-check prompt was open would cause a crash rather than a graceful save. (Audeuro)
- Certain "prompt states" like a debug prompt (by typing .debug) or telnet password confirmation would not work correctly. (Tiberath)
- The mouse pointers weren't updating in some common situations. There are still some known issues (specifically with updates when the pointer hasn't moved), but the behavior is a little better.
- There were some glitches in the style-formatting on the pager and client.
- The grid-editor's style section wasn't properly supporting line breaks. (Hazman)
Features (963)
- Grids using is-list mode ("is a flexible list of entries") now use an ideal calculated number of columns for short lists, rather than using only a few. I.e. if there is room for 5 items per row but only 2 are present, 5 columns will be used. This way, items don't spread out to try to fill a lot of blank space.
- Labels now support multiline text using newline characters to separate lines.
- Labels now have a new text-wrap parameter that allows long text to wrap instead of cutting off.
- New controls can be added to a window/pane at runtime, and any controls you add can be removed again. See the skin reference for details.
- Menus can now be altered at runtime. Names of items or their commands can change; they can be disabled or checked. They can be made to toggle their checkmark or act like a radio button automatically. And now, items can be added or removed under existing menu items to create multi-level menus at runtime. See the skin reference for details.
- Macros can be changed at runtime. The key (name) of a macro can change, or its command, and it can be disabled so the key is not processed as a macro. New macros can be added or removed. See the skin reference for details.
- Messages from a host to a client are sent to the Options & Messages box, so they can be seen in games that don't use a regular output control.
- Alpha is now supported in software-mode. The map editor now has alpha support, as do overlayed images in text/stat/grid.
- Software mode is automatically used for games that have a transparent color or alpha value for the main window (in the main-window/skin/blending tab). This is used to prevent the flicker and other bugs that occur when Windows tries to mix this stuff with DirectX or OpenGL.
- The icon-editor now provides the ability to edit the palette (that is, perform a global color swap). This is done via the new "Colors" menu available in all icon/pixmap/movie editors. If invoked through the pixmap editor, it automatically selects the current color for convenient editing.
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