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6691276
Merge branch 'develop' into develop.gurpreet
gurpreetsinghmatharoo Dec 9, 2024
5d1527c
docs(feature): "Auto indent clipboard contents" is disabled
gurpreetsinghmatharoo Dec 9, 2024
9680ec0
docs(general): sprite_delete() after drawing that sprite in the same …
gurpreetsinghmatharoo Dec 9, 2024
b964ae5
docs(general): window_mouse_get_locked() page has a typo in hyperlink…
YYBartT Dec 9, 2024
87bbb5e
docs(general): ini_close() and ini_open() pages do not document curre…
YYBartT Dec 10, 2024
c4d18fa
docs(general): surface_reset_target() page wording could be made more…
YYBartT Dec 10, 2024
e06e6ae
docs(general): minor changes to Shaders page
YYBartT Dec 11, 2024
bbb21b9
docs(general): capitalised Draw event
YYBartT Dec 11, 2024
f4c50da
docs(general): surface_reset_target() page wording could be made more…
YYBartT Dec 12, 2024
2fa77a8
docs(general): surface_reset_target() page wording could be made more…
YYBartT Dec 13, 2024
21ce4be
docs(general): Small changes to webgl_enabled manual page
YYBartT Dec 16, 2024
d2e88dc
docs(general): Minor changes to layer_shader manual page
YYBartT Dec 16, 2024
7cafe1e
docs(general): Several shader functions are not defined in autocomple…
YYBartT Dec 16, 2024
b883425
docs(general): gl_FragData problem and shader not working when having…
YYBartT Dec 17, 2024
716ce36
docs(general):delta_time() example should not use hardcoded microseco…
YYBartT Dec 19, 2024
547168a
docs(general): Minor fixes to PR #227
gurpreetsinghmatharoo Dec 20, 2024
99a9617
Merge pull request #227 from YoYoGames/develop.bart
gurpreetsinghmatharoo Dec 20, 2024
4b4e994
Merge branch 'develop.bart-current' into develop.bart
YYBartT Dec 20, 2024
0275717
docs(general): Draw Stacked Sprites page has incorrect usage of "spri…
YYBartT Dec 20, 2024
2502b6e
docs(general): delta_time() example should not use hardcoded microsec…
YYBartT Dec 20, 2024
e705dac
Merge branch 'develop' into develop.gurpreet
gurpreetsinghmatharoo Dec 24, 2024
f163253
docs(feature): initial (unfinished) work on ce2 new snippets
gurpreetsinghmatharoo Dec 24, 2024
2967cd1
docs(general): Fix Gamepad Input page
gurpreetsinghmatharoo Dec 24, 2024
296a54e
Merge pull request #228 from YoYoGames/develop.gurpreet
gurpreetsinghmatharoo Dec 24, 2024
b0980f9
docs(general): Fixed code blocks on YUV Videos page
gurpreetsinghmatharoo Dec 26, 2024
a8c2b3e
Merge pull request #231 from YoYoGames/develop.gurpreet
gurpreetsinghmatharoo Dec 26, 2024
39880d4
Update What_Is_Programming_.htm - Spelling Corrections
james-kennedy-krill Dec 28, 2024
839f107
Update What_Is_Programming_.htm
james-kennedy-krill Dec 28, 2024
852297a
docs(general): window_set_size and set_position not working on same f…
gurpreetsinghmatharoo Jan 8, 2025
2eba534
Merge branch 'develop' into develop.bart
YYBartT Jan 13, 2025
a7b7c11
docs(general): environment_get_variable page shows incorrect informat…
YYBartT Jan 13, 2025
081fb79
docs(general): Missing word in manual entry for tilemap_set_mask
YYBartT Jan 13, 2025
09c4310
docs(general): Profiler docs refer to the time column unit as microse…
YYBartT Jan 13, 2025
a0030be
docs(general): Stencil Buffers do not work in GUI draw event
YYBartT Jan 13, 2025
6acdaf9
Merge branch 'develop' into develop.gurpreet
gurpreetsinghmatharoo Jan 14, 2025
940f6e1
docs(feature): Flexpanel nodes created from structs will modify the o…
gurpreetsinghmatharoo Jan 14, 2025
79ab229
docs(feature): Prefab Library: Add an option to 'Expand/Collapse Chil…
gurpreetsinghmatharoo Jan 14, 2025
3329a11
docs(feature): New CE2 preference: Prefer strict commenting of select…
gurpreetsinghmatharoo Jan 14, 2025
dbb190e
docs(general): Link to anchor "Editing Individual Tiles" not working …
YYBartT Jan 14, 2025
03a516c
Merge pull request #234 from YoYoGames/develop.gurpreet
gurpreetsinghmatharoo Jan 15, 2025
70fd0dc
docs(feature): Updated CE2 name from Code Editor to Code Editor 2
gurpreetsinghmatharoo Jan 15, 2025
c12f4c8
docs(feature): Documented new snippet format for CE2
gurpreetsinghmatharoo Jan 15, 2025
beac6c8
Merge branch 'develop.gurpreet.ce2snippets' into develop.gurpreet
gurpreetsinghmatharoo Jan 15, 2025
3dd2d2e
Update What_Is_Programming_.htm
gurpreetsinghmatharoo Jan 15, 2025
4f67dac
Merge pull request #232 from james-kennedy-krill/patch-1
gurpreetsinghmatharoo Jan 15, 2025
568110c
Merge pull request #235 from YoYoGames/develop.gurpreet
gurpreetsinghmatharoo Jan 15, 2025
63386fa
From 2024 to 2025
Foxtrio Jan 15, 2025
dfa28a2
docs(feature): Documented examples for when self and other change
gurpreetsinghmatharoo Jan 15, 2025
56307a1
docs(feature): Fixed link to handle_parse
gurpreetsinghmatharoo Jan 15, 2025
d37949d
docs(feature): Other page's "When 'other' changes" section needs exam…
gurpreetsinghmatharoo Jan 16, 2025
8c471ab
Merge branch 'develop.gurpreet.selfotherexamples' into develop.gurpreet
gurpreetsinghmatharoo Jan 16, 2025
56500e1
docs(feature): Documented the new MarkTagAsUsed gml_pragma
gurpreetsinghmatharoo Jan 16, 2025
c6a1866
docs(feature): allow asset name in handle_parse
gurpreetsinghmatharoo Jan 17, 2025
d3da3be
docs(general): string(self) returns "-1"
gurpreetsinghmatharoo Jan 17, 2025
7a72549
docs(feature): Building Projects: Add support for calling batch files…
YYBartT Jan 17, 2025
f8591a4
docs(feature): Building Projects: Add support for calling batch files…
YYBartT Jan 17, 2025
9eb9709
docs(general): network_send_udp_raw() page contains confusing informa…
gurpreetsinghmatharoo Jan 20, 2025
7a73b7a
Merge branch 'develop' into develop.bart
YYBartT Jan 20, 2025
5914110
docs(feature): Add new constant GM_runtime_type that will tell apart …
YYBartT Jan 20, 2025
683ef29
docs(general): fix load_csv typo
gurpreetsinghmatharoo Jan 21, 2025
1926478
docs(feature): Fixed back links on CE pages, added asset editors link…
gurpreetsinghmatharoo Jan 21, 2025
4eeae55
Merge pull request #237 from YoYoGames/develop.gurpreet
gurpreetsinghmatharoo Jan 21, 2025
75543de
Merge branch 'develop' into develop.bart
YYBartT Jan 21, 2025
e28b24b
docs(feature): Marked gm_runtime_type as beta-only
gurpreetsinghmatharoo Jan 23, 2025
03cdd17
docs(feature): Small fix on Compiler Batch Files
gurpreetsinghmatharoo Jan 23, 2025
46c301b
Merge pull request #239 from YoYoGames/develop.bart
gurpreetsinghmatharoo Jan 23, 2025
38f599f
Merge pull request #236 from Foxtrio/patch-1
gurpreetsinghmatharoo Jan 23, 2025
36f90ce
docs(general): room_next() and room_previous() return "-1" instead of…
YYBartT Jan 23, 2025
447ef10
docs(general): room_next() and room_previous() return "-1" instead of…
YYBartT Jan 23, 2025
0ec21be
docs(general): room_next() and room_previous() return "-1" instead of…
YYBartT Jan 23, 2025
588785a
docs(general): "path_position" page refers to "path_speed" and "path_…
YYBartT Jan 24, 2025
a400bd5
docs(general): typo fix
YYBartT Jan 24, 2025
6e60b43
docs(general): fixed missing link
YYBartT Jan 24, 2025
e63344c
docs(general): The Micro Web Server page update
YYBartT Jan 27, 2025
97a95b6
docs(feature): Document legacy behaviour of instance structs
gurpreetsinghmatharoo Jan 28, 2025
4e3fac6
docs(general): Automatically remove unused assets when compiling - de…
YYBartT Jan 28, 2025
f787a7d
Merge pull request #243 from YoYoGames/develop.gurpreet
gurpreetsinghmatharoo Jan 29, 2025
d01709b
docs(general): 10 frame gap between window_set_fullscreen and window_…
gurpreetsinghmatharoo Jan 29, 2025
b6e521b
docs(general): Sample code errors - Pass by Value and Pass by Reference
YYBartT Jan 31, 2025
3b2f4b2
docs(feature): Collapse children option in Prefab library
gurpreetsinghmatharoo Feb 4, 2025
63651d3
docs(feature): Fixed link for PS on assets page
gurpreetsinghmatharoo Feb 4, 2025
d8e763b
docs(feature): asset_get_index and asset_get_ids should warn about th…
gurpreetsinghmatharoo Feb 4, 2025
d1904f7
docs(feature): Prefab Library - Double clicking an asset should do so…
gurpreetsinghmatharoo Feb 4, 2025
d892b20
docs(feature): Keyboard navigation for folder list in Prefab Library
gurpreetsinghmatharoo Feb 4, 2025
1f72b50
docs(feature): Remove Marketplace module from IDE
gurpreetsinghmatharoo Feb 4, 2025
7810f4a
docs(feature): Document Prefab Overrides
gurpreetsinghmatharoo Feb 4, 2025
8ae16ea
Updating actions/download to v4
ksuchitra532 Feb 4, 2025
8e97e54
Merge pull request #244 from YoYoGames/develop.gurpreet
gurpreetsinghmatharoo Feb 4, 2025
c2f253d
docs(general): clarify what gml_release_mode() does
YYBartT Feb 4, 2025
6f8900b
docs(feature): ResourceCounts should include vertex buffers
YYBartT Feb 4, 2025
76fb0a5
docs(feature): Add marketplace prefs back in
gurpreetsinghmatharoo Feb 5, 2025
e604b3e
docs(feature): window_post_message docs
gurpreetsinghmatharoo Feb 5, 2025
56cc673
Merge pull request #245 from YoYoGames/develop.gurpreet
gurpreetsinghmatharoo Feb 5, 2025
ba506ba
docs(feature): window_post_message keyword fix
gurpreetsinghmatharoo Feb 6, 2025
bb4606e
docs(feature): [GX.games] Add a notification when the game is listeni…
gurpreetsinghmatharoo Feb 6, 2025
2f5048a
docs(feature): Update prefab library filter menu docs
gurpreetsinghmatharoo Feb 6, 2025
9fc3f0c
docs(feature): Added physics_debug() function
YYBartT Feb 6, 2025
5398bfa
docs(general): Changes to handle_parse() & detailed invalid (instance…
YYBartT Feb 6, 2025
ad3e68d
docs(general): small changes and typo fixes on Using Animation Curves…
YYBartT Feb 7, 2025
7525e7a
docs(general): [iOS] Remove the check that icons need an alpha channe…
YYBartT Feb 7, 2025
a4f3264
docs(general): matrix_inverse() can return undefined
YYBartT Feb 10, 2025
ca6ece3
docs(general): changes for invalid handles (-1) -> fonts
YYBartT Feb 10, 2025
dcd0468
docs(general): changes for invalid handles (-1) -> fonts
YYBartT Feb 12, 2025
1b1fc60
docs(general): changes for invalid handles (-1) -> DS data structures
YYBartT Feb 12, 2025
d920ffe
docs(general): "it's" -> "its" typo fixes
YYBartT Feb 12, 2025
82f491d
docs(general): changes for invalid handles (-1)
YYBartT Feb 12, 2025
c7a1ef2
docs(general): fix manual page mentioning a return value of -1 if an …
YYBartT Feb 12, 2025
1cda990
docs(general): more changes to invalid handles
YYBartT Feb 12, 2025
5f398dc
Fix translation for Korean and Chinese
gurpreetsinghmatharoo Feb 13, 2025
88fcadf
Merge pull request #247 from YoYoGames/main_script-js-update-1
gurpreetsinghmatharoo Feb 13, 2025
88dfbb7
Fix macOS right click modifier key
hackinghackers Feb 13, 2025
c010748
docs(general): documentation changes for noone return values turned i…
YYBartT Feb 13, 2025
2314e87
docs(general): typo fix "built in" -> "built-in"
YYBartT Feb 13, 2025
ac8819c
docs(general): Removed default audio device preference
YYBartT Feb 14, 2025
c1c45b6
docs(general): Merge branch 'develop' into 'develop-bart'
YYBartT Feb 14, 2025
3a03aec
docs(general): manual changes for SVG line and polyline support
YYBartT Feb 14, 2025
404b5e7
docs(general): adding missing semicolon in code example
YYBartT Feb 17, 2025
fa5d79f
docs(general): Misspelling on Accessors manual page
YYBartT Feb 17, 2025
09b5291
docs(general): Fonts page is missing an entry for draw_get_font()
YYBartT Feb 17, 2025
8c1c5cb
docs(general): layer_get_script_begin() and layer_get_script_end() re…
YYBartT Feb 17, 2025
9842893
docs(general): layer_get_id_at_depth() returns array "[-1]" instead o…
YYBartT Feb 17, 2025
24dc2be
docs(general): clarifications on layer_tilemap_get_id() page
YYBartT Feb 17, 2025
9aefc13
docs(feature): Updated "Rooms" page for UI Layers
gurpreetsinghmatharoo Feb 18, 2025
206c12c
docs(feature): Updated Layer Types page with UI Layers
gurpreetsinghmatharoo Feb 18, 2025
51c621e
docs(general): incorrect/inaccurate usage of time_bpm_to_seconds?
YYBartT Feb 18, 2025
26d0ce2
docs(feature): Some work on the UI Layers page
gurpreetsinghmatharoo Feb 18, 2025
1509b08
docs(general): [iOS] os_get_region() does not return TW for Tradition…
YYBartT Feb 18, 2025
5ce00af
docs(general): "Interpolate colors between pixels" defaults to off fo…
YYBartT Feb 18, 2025
03b0613
docs(feature): UI layers - Documented inspector properties
gurpreetsinghmatharoo Feb 19, 2025
c50ec7b
docs(feature): Documented Runtime Draw Order for UI layers
gurpreetsinghmatharoo Feb 19, 2025
017a5e5
docs(feature): More changes to UI layers
gurpreetsinghmatharoo Feb 19, 2025
eefcf08
docs(feature): Finished room preferences, documented layer_get_flexpa…
gurpreetsinghmatharoo Feb 19, 2025
93db8f1
docs(feature): Updates to UI layers page, updated QS Rooms guide
gurpreetsinghmatharoo Feb 19, 2025
2a4ac8f
docs(feature): Prefabs: Assets in referenced collections are not avai…
gurpreetsinghmatharoo Feb 19, 2025
00ffe61
docs(feature): Prefabs: Extension Editor should disallow modifying Ex…
gurpreetsinghmatharoo Feb 19, 2025
13d8d01
docs(feature): Add support for sprites encoded as data: URL
YYBartT Feb 19, 2025
94ae533
Merge pull request #249 from YoYoGames/develop.bart
gurpreetsinghmatharoo Feb 20, 2025
57961c4
Merge branch 'develop' into develop.gurpreet
gurpreetsinghmatharoo Feb 20, 2025
d603b53
Merge branch 'develop' into develop.bart
YYBartT Feb 20, 2025
1e8d6ff
docs(general): typo fix
YYBartT Feb 20, 2025
bc3891f
docs(general): changes to async IAP event page
YYBartT Feb 20, 2025
467886a
docs(feature): documentation for mac_refresh_receipt_validation() and…
YYBartT Feb 20, 2025
01994ae
docs(general): clarified when "undefined" is returned by handle_parse()
YYBartT Feb 20, 2025
2cfe9eb
docs(general): fixed typos in example code
YYBartT Feb 20, 2025
00522d8
docs(feature): UI Layers: new assets are added to panels with "auto" …
gurpreetsinghmatharoo Feb 21, 2025
36bfd14
docs(feature): UI Layers - document new struct variables for nodes
gurpreetsinghmatharoo Feb 21, 2025
4306dca
docs(feature): Updated ui layers page
gurpreetsinghmatharoo Feb 24, 2025
7256022
docs(feature): updated info on draw events for objects in UI layers
gurpreetsinghmatharoo Feb 24, 2025
2c41dc1
docs(general):
YYBartT Feb 24, 2025
614651b
docs(general): Docs Integration: date_date_of() does not open its man…
YYBartT Feb 24, 2025
25d3c9d
docs(general): added note on Buffers page on getting an buffer of exa…
YYBartT Feb 24, 2025
4a5ff39
docs(feature): Add note on base64_decode for sprite_add
gurpreetsinghmatharoo Feb 25, 2025
667c9bd
docs(feature): Update mac_refresh_receipt_validation doc
gurpreetsinghmatharoo Feb 25, 2025
0534d10
docs(feature): Update info on invalid handles
gurpreetsinghmatharoo Feb 25, 2025
e4c0cf2
Merge pull request #250 from YoYoGames/develop.bart
gurpreetsinghmatharoo Feb 25, 2025
1a855a7
Merge branch 'develop' into develop.gurpreet
gurpreetsinghmatharoo Feb 25, 2025
03318b6
docs(feature): Update CE2 theme prefs screenshot
gurpreetsinghmatharoo Feb 25, 2025
ac18c3a
docs(feature): Update Marketplace prefs to Certificate prefs
gurpreetsinghmatharoo Feb 25, 2025
d09913d
docs(feature): [GX.games] Add support for using a camera feed in your…
YYBartT Feb 25, 2025
62a6a12
docs(feature): Document UIL canvas preview
gurpreetsinghmatharoo Feb 26, 2025
45b5293
docs(feature): instanceId in flex panel struct
gurpreetsinghmatharoo Feb 26, 2025
48e1037
docs(feature): Document 2024.11 change to call function defined in sa…
gurpreetsinghmatharoo Feb 28, 2025
9bec149
docs(feature): UI Layers - document elementId member of node struct
gurpreetsinghmatharoo Feb 28, 2025
846366a
docs(feature): Update GMPM package source window
gurpreetsinghmatharoo Feb 28, 2025
01e3525
docs(feature): Document that you can set tags for Prefabs
gurpreetsinghmatharoo Mar 3, 2025
de2f9ad
docs(feature): UI layers - update draw event flowchart
gurpreetsinghmatharoo Mar 3, 2025
4c15af0
docs(feature): Prefab asset scoping operator
gurpreetsinghmatharoo Mar 3, 2025
53ca1e1
docs(feature): Prefab #export symbols
gurpreetsinghmatharoo Mar 3, 2025
fb2c17d
docs(feature): Project Health window
YYBartT Mar 3, 2025
9be8784
docs(feature): Update report a bug window
gurpreetsinghmatharoo Mar 4, 2025
8a4bd29
Merge pull request #248 from hackinghackers/patch-1
gurpreetsinghmatharoo Mar 4, 2025
3843b6c
docs(feature): UIL - Remove visible toggle from element properties
gurpreetsinghmatharoo Mar 4, 2025
97a9819
docs(general): Make Network Server ID a separate type
gurpreetsinghmatharoo Mar 4, 2025
9e8660f
Merge pull request #252 from YoYoGames/develop.gurpreet
gurpreetsinghmatharoo Mar 4, 2025
6b6ffce
docs(feature): Project Health window
YYBartT Mar 4, 2025
2d40790
docs(feature): [GX.games] Add support for tilt when running on mobile…
YYBartT Mar 4, 2025
23de605
docs(feature): [GX.games] Add support for tilt when running on mobile…
YYBartT Mar 4, 2025
4598581
docs(feature): Fixed info on how a struct is returned from a node
gurpreetsinghmatharoo Mar 5, 2025
147f9ea
docs(feature): [GX.games] Add support for tilt when running on mobile…
YYBartT Mar 5, 2025
ab8eaa2
Merge branch 'develop.bart-9267_gxgames_tilt' into develop.bart
YYBartT Mar 5, 2025
5b522c9
docs(general): No mention of being able to support SDL gamepad mappin…
YYBartT Mar 5, 2025
fd83048
docs(feature): node element vars are read only
gurpreetsinghmatharoo Mar 6, 2025
7cbd8eb
docs(feature): Enums can have function calls
gurpreetsinghmatharoo Mar 6, 2025
edc29d5
docs(feature): Document ability to change UI layer instance creation …
gurpreetsinghmatharoo Mar 6, 2025
ec9990f
docs(feature): Document the Layer Set Visiblity action
gurpreetsinghmatharoo Mar 6, 2025
fdffa82
docs(feature): Pass by sharing first pass
gurpreetsinghmatharoo Mar 6, 2025
1f0ed29
docs(feature): Add icon to denote that the Prefab has been overridden…
gurpreetsinghmatharoo Mar 6, 2025
d67558b
docs(feature): Finish updating on Pass by sharing a ref
gurpreetsinghmatharoo Mar 6, 2025
470f3b8
docs(general): Fix example on keyboard_lastchar page
gurpreetsinghmatharoo Mar 6, 2025
b740eb0
docs(general): Update info on ord() taking non A-Z characters
gurpreetsinghmatharoo Mar 6, 2025
ba613f9
Merge pull request #253 from YoYoGames/develop.gurpreet
gurpreetsinghmatharoo Mar 6, 2025
541ff30
docs(general): tiny typo fix
YYBartT Mar 6, 2025
3447099
docs(general): Pages for part_system_create, part_emitter_create, and…
YYBartT Mar 6, 2025
7826f38
docs(feature): UIL - hold ctrl/cmd to not place instance with flex panel
gurpreetsinghmatharoo Mar 7, 2025
b8e2af0
docs(feature): UI layers - mention behavior of non leaf nodes for siz…
gurpreetsinghmatharoo Mar 7, 2025
d6606e2
Merge pull request #254 from YoYoGames/develop.gurpreet.uilayers
gurpreetsinghmatharoo Mar 7, 2025
cc67547
docs(feature): Document that assigning a non-bitmap sprite to a Tile …
gurpreetsinghmatharoo Mar 7, 2025
e30a591
docs(feature): SVG Gradients now supported
gurpreetsinghmatharoo Mar 7, 2025
24d2ed8
docs(feature): Screenshot fix - UI Layers panel Paste hotkey uses sam…
gurpreetsinghmatharoo Mar 7, 2025
0787ca4
docs(feature): asset tag functions only take asset types for legacy i…
gurpreetsinghmatharoo Mar 7, 2025
311d6ad
docs(feature): UI layers - fixes for Draw Order
gurpreetsinghmatharoo Mar 7, 2025
43acc26
Merge branch 'develop' into develop.bart
YYBartT Mar 7, 2025
55d919e
docs(feature): Clarification about ui instance draw space and mouse i…
gurpreetsinghmatharoo Mar 7, 2025
b1dd52e
docs(feature): [GX.games] Add support for tilt when running on mobile…
YYBartT Mar 7, 2025
4b095e7
docs(feature): UI layer updates - layer_x/y, layer_get_type and on_ui…
gurpreetsinghmatharoo Mar 10, 2025
fbd9b72
docs(general): Disabling app surf with FX will cause crash
gurpreetsinghmatharoo Mar 10, 2025
38bbd7b
docs(general): Small update to the "Movement And Controls" page
YYBartT Mar 10, 2025
c53a75b
docs(general): No mention of being able to support SDL gamepad mappin…
YYBartT Mar 10, 2025
a63ad1d
docs(general): No mention of being able to support SDL gamepad mappin…
YYBartT Mar 10, 2025
9895700
docs(general): Texture Groups page mentions a configs button which do…
gurpreetsinghmatharoo Mar 11, 2025
0fc11a7
docs(general): No mention of being able to support SDL gamepad mappin…
YYBartT Mar 11, 2025
bbf3ad4
docs(general): No mention of being able to support SDL gamepad mappin…
YYBartT Mar 11, 2025
8159cd8
Merge pull request #255 from YoYoGames/develop.gurpreet
gurpreetsinghmatharoo Mar 12, 2025
3a2c002
docs(feature): Small changes to a few manual pages on physics fixtures
YYBartT Mar 12, 2025
b75a712
docs(feature): Invalid layer type returns unknown, UI layer is not a …
gurpreetsinghmatharoo Mar 13, 2025
5142f5c
docs(feature): SVGs don't support animation
gurpreetsinghmatharoo Mar 13, 2025
4172cfa
docs(feature): tile set disable sprite export allowed as prefab override
gurpreetsinghmatharoo Mar 13, 2025
77c51cb
docs(feature): Prefab Library filter setting for Overridden assets
gurpreetsinghmatharoo Mar 13, 2025
8b1fb17
docs(feature): Document required settings for SVG export from Adobe I…
gurpreetsinghmatharoo Mar 13, 2025
a3179ec
docs(feature): Add a function for generating a physics collision shap…
YYBartT Mar 13, 2025
8687a44
Merge branch 'develop' into develop.bart
YYBartT Mar 13, 2025
9128fb9
docs(general): Compatibility issues with ds_map_write() / buffer_writ…
YYBartT Mar 13, 2025
5147678
docs(feature): Add a function for generating a physics collision shap…
YYBartT Mar 14, 2025
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docs(feature): Revert sound playback change
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docs(feature): UI Layers - Only sprites have tiling options now
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docs(feature): UI layer input now works on viewport
gurpreetsinghmatharoo Mar 17, 2025
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docs(general): Move injection tags on the iOS / tvOS Extensions page …
YYBartT Mar 18, 2025
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Merge pull request #257 from YoYoGames/develop.gurpreet
gurpreetsinghmatharoo Mar 20, 2025
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Merge branch 'develop' into develop.bart
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docs(general): added default setting of physics debug
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docs(general): small typo fixes on the Android Game Options page
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docs(feature): sprite_get_convex_hull() subimage parameter
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Merge branch 'develop.bart-9472-sprite_get_convex_hull' into develop.…
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docs(feature): SVG - fill opacity not supported in .13
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Merge pull request #259 from YoYoGames/develop.gurpreet
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Merge pull request #258 from YoYoGames/develop.bart
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2 changes: 1 addition & 1 deletion .github/workflows/build.yml
Original file line number Diff line number Diff line change
Expand Up @@ -40,7 +40,7 @@ jobs:
shell: cmd
working-directory: Manual
- name: Upload robohelp zip file
uses: actions/upload-artifact@v3
uses: actions/upload-artifact@v4
with:
name: YoYoStudioRoboHelp
path: output\RoboHelp\*.zip
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Expand Up @@ -162,7 +162,7 @@ <h1>Compile Errors</h1>
</tr>
<tr>
<td>Cannot use an argument outside a script </td>
<td>The built in argument variables can only be used inside a script but you have tried to use them elsewhere</td>
<td>The built-in argument variables can only be used inside a script but you have tried to use them elsewhere</td>
</tr>
<tr>
<td>No references to <span class="inline">argument[num]</span> but references <span class="inline">argument[num]</span></td>
Expand Down Expand Up @@ -203,8 +203,8 @@ <h1>Compile Errors</h1>
<td>You have tried to set a variable that is read only</td>
</tr>
<tr>
<td>Cannot re-declare a built in variable</td>
<td>You have tried to declare a local variable using the same name as one of the built in variables</td>
<td>Cannot re-declare a built-in variable</td>
<td>You have tried to declare a local variable using the same name as one of the built-in variables</td>
</tr>
<tr>
<td>Cannot use resource name for a variable</td>
Expand Down Expand Up @@ -483,7 +483,7 @@ <h1>Compile Errors</h1>
<div style="float:right">Next: <a href="Runner_Errors.htm">Runner Errors</a></div>
</div>
</div>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2024 All Rights Reserved</span></h5>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2025 All Rights Reserved</span></h5>
</div>
<!-- KEYWORDS
Compiler Errors
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35 changes: 4 additions & 31 deletions Manual/contents/Additional_Information/Guide_To_Using_Buffers.htm
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Expand Up @@ -16,46 +16,19 @@
<!--<div class="body-scroll" style="top: 150px;">-->
<h1><span data-field="title" data-format="default">Guide To Using Buffers</span></h1>
<p>A buffer (in programming) is basically a space within the system memory that is used to store small packets of data for just about anything (for example: data transfer, collisions, colour data, etc.). Since it is held in system memory it is very fast to access, and a buffer would generally be used for very short-term storage, like receiving network information before processing it, or for storing a checkpoint in your game (this is explained in the example given further down the page).</p>
<p><img alt="Buffer Memory" class="center" src="../assets/Images/Scripting_Reference/Additional_Information/Buffer_Memory.png" />Buffers are created by allocating a space in the system memory, calculated in <a class="glossterm" data-glossterm="byte" href="#">byte</a> <span class="glossextra">s</span>, which is then reserved for your game as long as your game is running or until you delete the buffer using the appropriate function (you can find all the GML buffer functions listed <a href="../GameMaker_Language/GML_Reference/Buffers/Buffers.htm">here</a>). This means that even when your game is not in focus (for example, on a mobile device when you take a call the game will be put into the background) the buffer will still exist, however if the game is closed or re-started the buffer will be lost.</p>
<p><img alt="Buffer Memory" class="center" height="163" src="../assets/Images/Scripting_Reference/Additional_Information/Buffer_Memory.png" width="480" />Buffers are created by allocating a space in the system memory, calculated in <a class="glossterm" data-glossterm="byte" href="#">byte</a> <span class="glossextra">s</span>, which is then reserved for your game as long as your game is running or until you delete the buffer using the appropriate function (you can find all the GML buffer functions listed <a href="../GameMaker_Language/GML_Reference/Buffers/Buffers.htm">here</a>). This means that even when your game is not in focus (for example, on a mobile device when you take a call the game will be put into the background) the buffer will still exist, however if the game is closed or re-started the buffer will be lost.</p>
<p class="note"><span data-conref="../assets/snippets/Tag_note.hts"> </span> Restarting the game will not clear or delete the buffer! But it will prevent any further access to the previously created buffer as the ID handle will have been lost, causing a memory leak which will crash your game eventually. So, when re-starting a game, remember to delete any buffers first.</p>
<p><span data-keyref="GameMaker Name">GameMaker</span> permits the creation of four different buffer types. The reason for this is that buffers are designed to be a highly optimised temporary storage medium, and as such you should create a buffer that is appropriate to the type of data that you wish it to store, otherwise you could get errors or cause a bottleneck in your code. Before explaining this further, let&#39;s look at the four available buffer types (defined as <strong>constants </strong>in GML):</p>
<p> </p>
<table>
<tbody>
<tr>
<th>Constant</th>
<th>Description</th>
</tr>
<tr>
<td><span class="inline">buffer_fixed</span></td>
<td><br />
A buffer of a fixed size in bytes. The size is set when the buffer is created and cannot be changed again.</td>
</tr>
<tr>
<td><span class="inline">buffer_grow</span></td>
<td><br />
A buffer that will <i>grow</i> dynamically as data is added. You create it with an initial size (which should be an approximation of the size of the data expected to be stored), and then it will expand to accept further data that overflows this initial size.</td>
</tr>
<tr>
<td><span class="inline">buffer_wrap</span></td>
<td><br />
A buffer where the data will <i>wrap</i>. When the data being added reaches the limit of the buffer size, the overwrite will be placed back at the start of the buffer, and further writing will continue from that point.</td>
</tr>
<tr>
<td><span class="inline">buffer_fast</span></td>
<td><br />
This is a special &quot;stripped down&quot; buffer that is extremely fast to read/write to. However it can only be used with <span class="inline"><span class="inline">buffer_u8</span></span> data types, and must be 1 byte aligned. (Information on <b>data types</b> and <b>byte alignment</b> can be found further down this page).</td>
</tr>
</tbody>
</table>
<div data-conref="../assets/snippets/Table_Buffer_Type_Constant.hts"> </div>
<p> </p>
<p>Those are the buffer types available to you when using <span data-keyref="GameMaker Name">GameMaker</span>, and which one you choose will greatly depend on the use you wish to put it to. For example, a grow buffer would be used for storing a &quot;snapshot&quot; of data to create a save game since you do not know the actual amount of data that is going to be placed in it, or a fast buffer would be used when you know that the values you are working with are all between 0 and 255 or -128 and 127, for example when processing <a class="glossterm" data-glossterm="ARGB" href="#">ARGB</a> data from an image.</p>
<p><img alt="Buffer Types" class="center" src="../assets/Images/Scripting_Reference/Additional_Information/Buffer_Types.png" />When creating a buffer, you should always try to create it to a size that is appropriate to the type, with the general rule being that it should be created to accommodate the maximum size of data that it is to store, and if in doubt, use a grow buffer to prevent overwrite errors.</p>
<p>The actual code to create a buffer would look something like this:</p>
<p class="code">player_buffer = buffer_create(16384, buffer_fixed, 2);</p>
<p><br />
That would create a fixed buffer of 16384 bytes and byte-aligned to 2, with the function returning a buffer handle that is stored in a variable for later referencing of this buffer.</p>
<p>When reading and writing data to a buffer, you do it in &quot;chunks&quot; of data defined by their &quot;data type&quot;. The &quot;data type&quot; sets the number of bytes allocated within the buffer for the value being written, and it is essential that you get this correct otherwise you will get some very strange results (or even errors) for your code.</p>
<p>When reading and writing data to a buffer, you do it in &quot;chunks&quot; of data defined by their &quot;data type&quot;. The &quot;data type&quot; sets the number of bytes allocated within the buffer for the value being written, and it is essential that you get this correct, otherwise you will get some very strange results (or even errors) for your code.</p>
<p>Buffers are written to (and read from) <strong>sequentially</strong>, in that one piece of data is written after another, with each piece of data being of a set type. This means that you should ideally be aware of what data you are writing to the buffer at all times. These data types are defined in GML by the following constants:</p>
<div data-conref="../assets/snippets/buffer_data_type_constants.hts"> </div>
<p>So, say you have created a buffer and you want to write information to it, then you would use something like the following code:</p>
Expand Down Expand Up @@ -136,7 +109,7 @@ <h1><span data-field="title" data-format="default">Guide To Using Buffers</span>
<div style="float:right">Next: <a href="Bitwise_Operators.htm">Bitwise Operators</a></div>
</div>
</div>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2024 All Rights Reserved</span></h5>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2025 All Rights Reserved</span></h5>
</div>
<!-- KEYWORDS
Buffers
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Expand Up @@ -4,7 +4,7 @@
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>Guide To Using Particles</title>
<meta name="generator" content="Adobe RoboHelp 2020" />
<meta name="generator" content="Adobe RoboHelp 2022" />
<link rel="stylesheet" href="../assets/css/default.css" type="text/css" />
<script src="../assets/scripts/main_script.js" type="module">
//<![CDATA[
Expand Down Expand Up @@ -40,7 +40,7 @@ <h1><span data-field="title" data-format="default">Guide To Using Particles</spa
<p class="dropspot"><img alt="Create Particle System" class="center" src="../assets/Images/Scripting_Reference/Additional_Information/Particles_DnD_CreateSystem.png" /></p>
<p class="note"><span data-conref="../assets/snippets/Tag_note.hts"> </span> The layer name supplied must be a valid layer in the room where the system will be used, otherwise no particles will be visible. Also note that we set the <span class="inline2"><a data-xref="{title}" href="../GameMaker_Language/GML_Reference/Asset_Management/Instances/Instance_Variables/persistent.htm">persistent</a></span> flag (both in code and in <span data-keyref="GML_Visual">GML Visual</span>) to <span class="inline2">false</span>. A persistent particle system is one that will &quot;persist&quot; across rooms without the need to destroy and re-create it for each room. However, to keep things simple for this guide, we&#39;ll not be using persistence.</p>
<p class="dropspot">So that&#39;s the system created, but what about the particles? We have to define them too or the system is useless and does nothing.</p>
<p class="dropspot">If you already have a <span data-keyref="Type_Asset_ParticleSystem"><a href="../../The_Asset_Editors/Particle_Systems.htm" target="_blank">Particle System Asset</a></span>, you can create it using the above function/action by passing the asset into the <span class="inline2">partsys</span>/&quot;System&quot; argument.</p>
<p class="dropspot">If you already have a <span data-keyref="Type_Asset_ParticleSystem"><a href="../The_Asset_Editors/Particle_Systems.htm" target="_blank">Particle System Asset</a></span>, you can create it using the above function/action by passing the asset into the <span class="inline2">partsys</span>/&quot;System&quot; argument.</p>
<p class="dropspot"> </p>
</div>
<p><a class="dropspot" data-rhwidget="DropSpot" data-target="drop-down1" href="#">Defining A Particle Type</a></p>
Expand All @@ -52,7 +52,7 @@ <h1><span data-field="title" data-format="default">Guide To Using Particles</spa
<p class="note"><span data-conref="../assets/snippets/Tag_note.hts"> </span> Using <span data-keyref="GML_Visual">GML Visual</span> we also tick the <strong>blend </strong>option. This enables <strong>additive blending</strong> for the particle, which we&#39;ll discuss a bit further down.</p>
<p class="dropspot">You now have a system and a particle to put in it, but you&#39;re not ready yet to create your outstanding effects! You still have to define the properties of the particle, ie: how it looks - its speed, its rotation, its alpha, etc. There are a lot of details that can be used to define a particle effect, so below is an overview of the most important settings and then a snippet of code and <span data-keyref="GML_Visual">GML Visual</span> that uses all of them:</p>
<ul class="dropspotlist">
<li class="dropspot"><strong>shape</strong>: The shape of the particle is the built in sprite that it will use, with the default being the constant <span class="inline">pt_shape_pixel</span>. There is also a function to add a custom particle if required - <span class="inline3_func"><a data-xref="{title}" href="../GameMaker_Language/GML_Reference/Drawing/Particles/Particle_Types/part_type_sprite.htm">part_type_sprite</a></span> - or the action <a data-xref="{title}" href="../Drag_And_Drop/Drag_And_Drop_Reference/Particles/Set_Particle_Sprite.htm">Set Particle Sprite</a>.</li>
<li class="dropspot"><strong>shape</strong>: The shape of the particle is the built-in sprite that it will use, with the default being the constant <span class="inline">pt_shape_pixel</span>. There is also a function to add a custom particle if required - <span class="inline3_func"><a data-xref="{title}" href="../GameMaker_Language/GML_Reference/Drawing/Particles/Particle_Types/part_type_sprite.htm">part_type_sprite</a></span> - or the action <a data-xref="{title}" href="../Drag_And_Drop/Drag_And_Drop_Reference/Particles/Set_Particle_Sprite.htm">Set Particle Sprite</a>.</li>
<li class="dropspot"><strong>size</strong>: Sets the size parameters for the particle type. You specify the minimum starting size, the maximum starting size, and the size increase in each step (use a negative number for a decrease in size). This is a scalar value that will modify the base image x/y scale equally.</li>
<li class="dropspot"><strong>colour</strong>: Sets the colour for the particle if a single colour is used. If two or three colours are supplied this will be the colour blend, blending from one to the other over its lifetime.</li>
<li class="dropspot"><strong>alpha</strong>: Sets the alpha value for the particle between a value of 0 and 1. If a single value is passed in this will be the alpha of the particle, if two or three values are passed in then the alpha will blend between these over the lifetime of the particle.</li>
Expand Down Expand Up @@ -171,7 +171,7 @@ <h1><span data-field="title" data-format="default">Guide To Using Particles</spa
<div style="float:right">Next: <a data-xref="{title}" href="Guide_To_Using_Shaders.htm">Guide To Using Shaders</a></div>
</div>
</div>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2023 All Rights Reserved</span></h5>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2025 All Rights Reserved</span></h5>
</div>
<!-- KEYWORDS
Vectors
Expand Down
4 changes: 2 additions & 2 deletions Manual/contents/Additional_Information/Obsolete_Functions.htm
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Expand Up @@ -522,7 +522,7 @@ <h1><span data-field="title" data-format="default">Obsolete Functions</span></h1
</div>
<p><a class="dropspot" data-rhwidget="DropSpot" data-target="drop-down6" href="#">3rd Party Support</a></p>
<div class="droptext" data-targetname="drop-down6">
<p class="dropspot"><span data-keyref="GameMaker Name">GameMaker</span> moves a lot of built in functionality from previous versions into <a href="../The_Asset_Editors/Extensions.htm">extensions</a>, meaning that the following 3rd party support functions are considered obsolete:</p>
<p class="dropspot"><span data-keyref="GameMaker Name">GameMaker</span> moves a lot of built-in functionality from previous versions into <a href="../The_Asset_Editors/Extensions.htm">extensions</a>, meaning that the following 3rd party support functions are considered obsolete:</p>
<table>
<tbody>
<tr>
Expand Down Expand Up @@ -919,7 +919,7 @@ <h1><span data-field="title" data-format="default">Obsolete Functions</span></h1
<div style="float:right">Next: <a data-xref="{title}" href="../Introduction/The_Marketplace.htm">The Marketplace</a></div>
</div>
</div>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2024 All Rights Reserved</span></h5>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2025 All Rights Reserved</span></h5>
</div>
<!-- KEYWORDS
Obsolete Functions
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Expand Up @@ -38,7 +38,7 @@ <h1>Applying Actions To Other Instances</h1>
</div>
<p><img alt="Object Icon" class="icon" src="../../assets/Images/Scripting_Reference/Drag_And_Drop/Overview/i_Scope_Object.png" /><a class="dropspot" data-rhwidget="DropSpot" data-target="drop-down3" href="#">Object</a></p>
<div class="droptext" data-targetname="drop-down3">
<p class="dropspot">An action can also be given an <strong>object</strong> as it&#39;s scope. What this means is that all instances of the given object will run that action at the same time it is called. So if you have 100 enemy instances in the room, for example, and you want to set them all to point towards a specific point. You&#39;d call the <a href="../Drag_And_Drop_Reference/Movement/Set_Point_Direction.htm">Set Point Direction</a> and set the action scope to the object &quot;obj_Enemy&quot; and when it is called, all instances of that object will change direction.</p>
<p class="dropspot">An action can also be given an <strong>object</strong> as its scope. What this means is that all instances of the given object will run that action at the same time it is called. So if you have 100 enemy instances in the room, for example, and you want to set them all to point towards a specific point. You&#39;d call the <a href="../Drag_And_Drop_Reference/Movement/Set_Point_Direction.htm">Set Point Direction</a> and set the action scope to the object &quot;obj_Enemy&quot; and when it is called, all instances of that object will change direction.</p>
<p class="dropspot"> </p>
</div>
<p><a class="dropspot" data-rhwidget="DropSpot" data-target="drop-down4" href="#">Expression</a></p>
Expand All @@ -57,7 +57,7 @@ <h1>Applying Actions To Other Instances</h1>
<div style="float:right">Next: <a href="Action_Block_Functions.htm">Action Block Scripts</a></div>
</div>
</div>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2024 All Rights Reserved</span></h5>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2025 All Rights Reserved</span></h5>
</div>
<!-- KEYWORDS
GML Visual Applying Actions
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