Byond version 512 download






















Average 4. Good 5. Major Geeks Special Offer:. You can play many great games or get creative and make your own. As a game developer, you have the tools at your disposal to make your indie game sensation. Creating is a breeze with an easy-to-learn language, built-in online support, multiple developer tools, and plenty of articles and tutorials to help see your project to fruition. Numbered Steps to Reproduce Problem: 0, issue persists at all times.

Did the problem NOT occur in any earlier versions? If so, what was the last version that worked? Previous version Any help would be greatly appreciated, I'll try and drop any information possible you might need. Thank you! Lummox JR. The fact that downgrading did not restore your condition to the way it was previously proves that something on your system is to blame.

NSBR The method used to determine exact pixel position of the mouse over a map control was incorrect, causing inaccuracies at high zoom levels. Flick MeasureText got incorrect measurements in some cases where a space between wrapped lines of text was counted toward the width, even if it exceeded the available width. Features More Info. Dream Maker The?. Pali6 Escaped line breaks in define macro arguments were handled incorrectly.

Adhara in space define macros that used strings with embedded expressions were parsed incorrectly when the substitution was made. Dream Seeker Maptext underlines appeared in the wrong position when the map drawing area was bigger than the control itself, e.

Dream Maker A fix for the?. Felix Rose When reading the length of client. Dream Maker Including a raw string any format starting with in a block of code skipped by a preprocessor directive would cause compilation to proceed incorrectly. Andrew Fall The?. Dream Seeker Applying a color to an atom with maptext did not necessarily apply the color to the maptext also, if the color was opaque.

RootAbyss A second animate call with the parallel animation flag could sometimes temporarily show out-of-sync results, such as the new animation appearing to be at its endpoint for a single frame before running the rest of the animation normally. Nadrew Turfs in visual contents of objects did not properly mark when they were no longer in use on the client as a result of the obj or mob being deleted.

Andrew Fall. Ter13 Another aspect of the link fix was apparently incompatible with multiple websites. Dream Maker Raw strings did not get parsed correctly when included in macro arguments. Dream Seeker The fix for launching links in the default browser had a bug for certain links. Dream Seeker Microsoft made a stupid, stupid change to command line parsing that impacted link and caused incorrect results on many systems where the default browser was Chromium-based.

The behavior of link has been adjusted to account for this stupid, stupid change. For worlds compiled in or newer, this will now be escaped properly. Dream Daemon The server now caches function lookups from external. Dream Daemon Images in the visual contents of their container could cause a recursion that crashed the server. FKI The string tree was subject to occasional corruption in Linux in rare cases.

Dream Seeker Looping animations could sometimes get confused if the server re-sent them as a result of an update on the object they belonged to. Dream Maker A bug in an experimental compiler change managed to elude testing. Dream Seeker Maptext wrapping was broken in a number of cases. Vallat Setting map. Dream Seeker Changes to maptext handling caused a regression where certain maptext could crash the client. Dream Daemon view and similar procs could include turfs and possibly their contents multiple times when the perspective object e.

Dream Maker The skin editor incorrectly left the is-transparent checkbox available for button controls. NSBR Changing a map control's zoom level in the skin editor to or from 0 didn't toggle the checkbox for the letterbox option to appear until the edit field for map.

Dream Seeker Map zoom was being set incorrectly on world startup. Ter13 Side-view and isometric map modes did not respect order-of-appearance when two different objects had the exact same physical bounds, plane, and layer.

Ter13 Mouse movement didn't register after releasing a drag if you had pressed and held a different mouse button in the meantime. Additionally, file errors occurring during savefile usage did not print correctly either. Dream Maker Commands in the skin editor, such as for buttons, got doubly escaped and un-escaped which caused some of them to get mangled. Ter13 Multiline editing fields in the skin editor, such as output.

Dream Seeker The map. The parameter has been updated to behave more consistently and is now documented better. Ter13 Input controls couldn't be created with text already in the control. Ter13 Maptext wrapping sometimes was incorrect with Unicode characters, and could mangle them in some cases. Mloc Maptext considered a change of styles to be a potential break point for wrapping text, which was incorrect. Dream Daemon Several internal lists couldn't be located based on their ref values.

Dream Maker The error message regarding exceeding the maximum number of internal arrays, thought fixed in the previous version, had a different cause that still remained undetected. This has been fixed. Kmc In a very old bug, the compiler handled the continue statement wrong when used with a labeled outer loop. Anturke Addition of two constant strings at compile-time was broken. Devourer Of Souls. Dream Maker Long lines text in the compiler's output will no longer wrap, but use a horizontal scrollbar instead.

Dream Daemon There were multiple situations where Uncross wasn't called during Move. Nadrew Visual contents seen by clients could cause a memory leak on the server. Exxion initial for any of the bound vars on an object returned the same value as initial bounds instead of the correct var. Kaiochao The client. Dream Maker In some complex projects, a weird error message could appear about exceeding the old 64K limit maximum number of internal arrays, even though that limit has been long gone and the projects in question were already over the limit.

MrStonedOne Adding constant numbers and strings at compile-time did not compile correctly, resulting in weird outcomes at runtime.

Mloc Using a small transparency checker size along with an extremely high zoom level, which for instance could happen in a 1x1 icon, could cause a crash due to way too many of the checkers being mistakenly drawn. Kozuma3 Icons with huge numbers of states didn't display correctly in the icon editor, which failed to display later states entirely and also had problems with the scrollbar. Dream Seeker The first stage of topological sorting in isometric mode didn't handle topdown icons such as HUDs properly.

Crazah Using too many ripple filters could cause a crash in some cases. Nadrew Right-click verb menus accidentally went back to being slow in some situations. Dream Daemon Setting certain built-in lists like overlays, underlays, filters, verbs, etc. This has been optimized internally to avoid churn, improving performance.

Dream Daemon Another cause of map "repops" misbehaving on maps with many such objects was discovered and corrected. This also resulted in bounds appearing in savefiles when they hadn't actually changed. Dream Maker In the icon editor in tiled mode, selecting an area that extends below the main icon and then copying could introduce bogus pixels into the copy, or even potentially crash the editor.

Dream Seeker Underlines and strikethroughs in maptext did not carry over to subsequent lines after wrapping. Kozuma3 Certain complex rendering situations could result in crashing the client.

Mybluecorners Activating a verb via right-clicking on the map could activate the verb for the wrong object, if multiple objects shared the same name. Lummox JR When client. Report any bugs encountered to the Beta Bugs forum.

Dream Daemon The locs value was incorrect in cases where an atom's step offsets had not yet been "normalized". Nadrew min item and max item returned null if the item was not a list, when they should have returned the item instead.

Super Saiyan X. Dream Maker The compiler was mangling the string tree in some cases, which could result in duplicate string IDs. This could literally cause a situation where "my string" did not equal "my string" at runtime. It also meant that associative list lookups could fail, because list["item"] might not match list["item"] due to the two item strings having different IDs.

Dream Seeker An error in the group-handling code for client visual bounds caused slowdowns or sometimes even hangs in certain cases. Nadrew Parallel animations broke under some circumstances, especially when animating pixel offsets.

Ter13 Regression: Starting in Dream Daemon An issue was discovered in the handling of the unique map cell list, in which the NONE value could be assigned incorrectly to a turf. Dream Maker Using the new chaining dot operator, accessing list vars resulted in a compiler error. This caused some icons to disappear from view prematurely. Nadrew input in list handled some characters badly.

SpaceManiac Double-clicking did not initiate mouse drag logic, which in turn meant MouseMove and similar events were bypassed in some situations. Kaiochao Client pixel offsets set at compile-time didn't appear correctly. This bug has a server component as well.

Kaiochao Mouse hit tests were rounding to the nearest pixel instead of staying within current pixel bounds, causing some incorrect hits in some extreme scaling cases. DM Language winset now allows an associative list to be supplied directly instead of having to use a text string or list2params.

The list will be sent to list2params internally. Dream Maker while and do-while have been optimized in cases where the condition is a constant. The const vars in stddef. Dream Maker Using a constant raw string as the first argument in an embedded text expression caused the entire expression to be replaced with the raw string alone. This algorithm has been reworked for better accuracy and efficiency. Nadrew Transformed objects sometimes got culled from the rendering list and also had messed-up mouse bounds.

Lummox JR Turfs that are on the map and added to visual contents of another object don't stick around as you move around the map.

There is a server component to this issue as well. Dream Maker Very old bug: The continue keyword in a do-while loop skipped the condition. SpaceManiac From the primordial swamp: a reference like foo:bar, where bar is both an object var and a global var and foo is an untyped local var, was misread by the compiler as global. Multiverse7 define macro arguments with a trailing slash didn't compile correctly.

Dream Seeker When an icon with filtered maptext was displayed, sometimes the icon displayed next was kicked into the wrong upscaling format. Baellow3 Regression: Maptext appeared in the wrong Y position in some complex cases. Maptext and output controls now support the line-height CSS property.

Output controls currently have limited support, not allowing values below the default 1. Additionally, line-height can be specified as part of the CSS font property.

Dream Maker Regression: define macros didn't work right with some replacement expressions. Dream Maker Using a raw string in define statement did not substitute the original code correctly when the macro was used.

Lummox JR Using raw strings or comments in macro arguments did not compile correctly. Dream Seeker Rounding errors in the mouse hit routines due to a point structure based on integers caused some objects to register mouse hits just outside of their actual bounds.

The internal routines have been switched to use floating point for more accuracy. This only has an impact on the server end. Dream Daemon Calling bounds with all numeric arguments produced incorrect results, and in some cases could even hang.

Bravo1 The default Exited and Entered handlers for turf and area weren't registering as valid for pre worlds. Dream Seeker Certain pixel movements or client pixel offsets could cause area animations to reset inappropriately. DM Language A new skin parameter output. In the past, the output control always used a different metric for sizing fonts than other controls; setting this new parameter to false will make the output control behave like the others.

Dream Daemon Bump was called with the wrong argument or not at all when movement was blocked by turf. Dream Daemon Tough pixel movement cases caused the server to enter an infinite loop.

Dream Daemon The previous fix to pixel-movement collisions didn't go far enough to handle some unusual cases. Dream Seeker Animating filters could cause crashes in some situations. ArmitxeX Yet another hang related to images was found. Dream Daemon Enter and Entered did not work correctly for areas in all cases. Additionally, when an area was "bumped", the argument to the non-area Bump call was not the turf in that area that actually triggered the bump. Dream Seeker Hanging with turf-based images was still a problem, but was made easier to reproduce by sanity checks added to recent builds.

The nature of this fix makes it highly unlikely the hang issue will recur in the future. By default, turf. Enter will call turf. Cross instead of checking turf density, before calling Cross for any tile-based contents. This should allow for cleaner implementations by overriding Cross instead of Enter. Likewise, the default turf.

Exit will now call turf. Uncross and then try its tile-based contents. And of course, turf. Entered will call turf. Additionally, an error in the code for cutting movement short in the event of a bump incorrectly allowed some rare diagonal moves to go through.

The built-in Move proc has been redesigned to address these issues and should also now avoid calling Cross , Enter , etc. The pre-calculation done by these operators has been improved to reflect this. GinjaNinja32 A very ancient syntax for filling in string literals could cause the compiler to crash in all versions up to now. Dream Daemon Accessing a static var on a datum through its vars list, instead of by name, did not read the correct value.

Dream Maker Including a multiline raw string with a blank line caused the syntax highlighting to reset after the blank line. SpaceManiac Turf images weren't reapplied properly when moving around the map. Raw values were correct. In addition, the position of edge-relative icons broke completely during animate.

Dream Daemon During analysis of init procs to consolidate them, objects could be created that were sometimes not let go of properly or worse, called the soft Del proc. Now init procs will no longer create atoms, images, or hard datums during anaylysis. Dream Maker A change to the compiler altered the way proc arguments with default values were initialized, and did so incorrectly. You will need to recompile code from previous builds.

MrStonedOne A new cause of proc chaining issues was found in complex expressions, but this time the fix should hold. Projects should be recompiled with this new version. Dream Maker Another problem with the dot-chain and conditional dot operators was revealed--actually an old problem that partially resurfaced. Projects that make use of these operators should recompile. Dream Seeker Visual contents followed the visibility rules for images, which ignore invisibility, rather than the rules for regular objects.

As a result, setting invisibility for a parent would still display its visual contents instead of leaving the whole "tree" invisible. Dream Daemon Init proc optimization still had a few things going wrong. Dream Seeker The turf image hang bug still clung to life after multiple rounds of fixes. The previous fixes have been sacked. Turf images are now handled in an entirely different way that should be immune to the hang issue in the future.

Dream Daemon The init proc optimization was being done simultaneously with var def optimization, but this caused problems in complex games like SS Now the init procs are optimized after var defs. Dream Daemon Vars set in init procs in a parent type were not reset properly in child types.

This has been fixed by completely revamping how init procs operate, combining them so only a single init proc is ever called instead of recursing through parent types. That was already a planned optimization, but now it takes the additional step of analyzing init procs so they can be combined intelligently. SpaceManiac Several bitwise operators did not return correct results in some cases as a result of the new bit twiddling change.

Dream Seeker A problem with the parser fix from build caused major issues with right-click menus. This turf also did not act correctly with the parser or several parts of the interface, going way back; those issues have also been corrected. The code for these operators has been completely redesigned to avoid this problem. Also note: When a null-conditional is used as the left side of an assignment, the right-hand side will NOT be evaluated if the null check fails. This means that a?. This was never explicitly stated in the reference but has been documented going forward.

Dream Seeker The drop shadow filter caused the image to shift when applying non-integer shadow offsets. Flick In isometric and side-view modes, map gliding was calculated incorrectly. Dream Daemon An optimization has been made to reduce memory and improve object init speed by reorganizing how default vars are looked up. Kaiochao Sometimes "bad filter" runtime errors, or crashes, could occur when creating filters after a reboot. Dream Maker Malformed for statements could cause a compiler crash.

Kisioj An expression with side effects surrounded by parentheses produced a compiler warning, in situations where the same expression without parentheses didn't. Dream Seeker Hovering over an empty Child control could cause a crash.

Lyntonx2 Animating filters in parallel caused animations to freeze and other unpredictable results. Ter13 Setting client. Lummox JR Isometric rendering now separates pixel offsets from map offsets for calculating screen position, to avoid jitters. Crazah Some filter combos could cause an image to appear out of place the first time certain filters were used, which would self-correct in a future frame of the screen.

Zewaka As a result of the new icon frame-sharing code, in some rare cases client-side icon operations could cause a crash.



0コメント

  • 1000 / 1000