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cc8a459
docs(feature): Link project health window on Project Format page
gurpreetsinghmatharoo Feb 19, 2026
7f758b8
docs(feature): Preferences: [Package Manager] "Remote search endpoint…
gurpreetsinghmatharoo Feb 19, 2026
c498423
docs(general): Manual Content: Extensions page needs to be clear that…
gurpreetsinghmatharoo Feb 23, 2026
5ede2ca
docs(feature): Prompt shown if logged in user is submitting a bug ano…
gurpreetsinghmatharoo Feb 25, 2026
9348995
docs(feature): GM may upload a failing bug report package without the…
gurpreetsinghmatharoo Feb 25, 2026
6b9de4d
docs(feature): Document the 'Export Prefab Collections with YYZ' option
gurpreetsinghmatharoo Feb 25, 2026
7532d97
docs(feature): Emscripten SDK version needs to be different for GMRT …
gurpreetsinghmatharoo Feb 25, 2026
5e7bef7
docs(feature): pre_project_step and post_project_step work for extens…
gurpreetsinghmatharoo Feb 25, 2026
2157706
docs(feature): Document that using env vars and ext opts in HTML5 ext…
gurpreetsinghmatharoo Feb 25, 2026
8361908
docs(feature): struct_set name must not be empty
gurpreetsinghmatharoo Feb 25, 2026
f9ef4ba
docs(feature): New pref for any-layer mode behaviour with tile and pa…
gurpreetsinghmatharoo Feb 25, 2026
e3876f7
docs(feature): Link to particle_get_info from part_system_get_info page
gurpreetsinghmatharoo Feb 25, 2026
3785696
docs(general): Fix metadata for pages replaced with CDATA comments
gurpreetsinghmatharoo Feb 26, 2026
c8fe11a
docs(general): remove erroneous line about platform support on compil…
gurpreetsinghmatharoo Feb 26, 2026
c5b0971
docs(general): ref_create metadata fix
gurpreetsinghmatharoo Mar 3, 2026
68415a3
docs(general): Document that Game Options are affected by configurations
gurpreetsinghmatharoo Mar 3, 2026
5910ae9
docs(feature): Document the prefabs and projecttool options for Igor CLI
gurpreetsinghmatharoo Mar 4, 2026
b3f6ad1
docs(general): Separate out pre_project_step and post_project_step in…
gurpreetsinghmatharoo Mar 4, 2026
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Expand Up @@ -7,20 +7,10 @@
<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">
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meta name = "rh-authors"
content = "Mark Alexander" / >
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content = "Page that explains how to set up and use particles" / >
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<meta name="rh-authors" content="Mark Alexander" />
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5 changes: 3 additions & 2 deletions Manual/contents/Additional_Information/Project_Format.htm
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Expand Up @@ -16,9 +16,10 @@
<body>
<h1><span data-field="title" data-format="default">Project Format</span></h1>
<p>This page contains details on the project format used by <span data-keyref="GameMaker Name">GameMaker</span>. Issues with project compatibility may be resolved with the <a data-xref="{title}" href="../IDE_Tools/Project_Tool.htm">Project Tool</a>.</p>
<h2>Project Loading Issues</h2>
<h2>Project Load Failure</h2>
<p>Project loading may sometimes fail if certain resources cannot be found. This may occur with regular resources (assets etc.) or with <a href="../IDE_Tools/Prefab_Library.htm">Prefabs</a>.</p>
<p><span data-keyref="GameMaker Name">GameMaker</span> will try to salvage what it can by prompting you to unlink resources:</p>
<p>For errors that don&#39;t cause the project to fail loading, see the <strong>Project Health </strong>window at the bottom of <a data-xref="{title}" href="../IDE_Navigation/Menus/The_Windows_Menu.htm">The Windows Menu</a>.</p>
<p>For errors that cause the project to fail loading, <span data-keyref="GameMaker Name">GameMaker</span> will try to salvage what it can by prompting you to unlink resources:</p>
<p><img class="center" src="../assets/Images/Additional_Information/project_format_unlink_assets.png" />This is <strong>not a replacement</strong> for proper source control and only attempts to load the project in a way that doesn&#39;t make the IDE unstable, hence it is not a solution for a broken project.</p>
<p>In case the missing resources are from a <a href="../IDE_Tools/Package_Manager.htm">package</a>, you will have the option to reinstall the linked packages:</p>
<p><img class="center" src="../assets/Images/Additional_Information/project_format_reinstall_packages.png" /></p>
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<title>window_set_max_height</title>
<meta name="generator" content="Adobe RoboHelp 2022" />
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<!--<div class="body-scroll" style="top: 150px;">-->
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<title>dbg_colour</title>
<meta name="generator" content="Adobe RoboHelp 2022" />
<link rel="stylesheet" type="text/css" href="../../../assets/css/default.css" />
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<body>
<h1><span data-field="title" data-format="default">dbg_colour</span></h1>
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<meta name="generator" content="Adobe RoboHelp 2022" />
<link rel="stylesheet" type="text/css" href="../../../../../assets/css/default.css" />
<script src="../../../../../assets/scripts/main_script.js" type="module">
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<
meta name = "rh-authors"
content = "" / >
<
meta name = "topic-comment"
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meta name = "rh-index-keywords"
content = "part_emitter_delay" / >
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<meta name="generator" content="Adobe RoboHelp 2022" />
<link rel="stylesheet" type="text/css" href="../../../../../assets/css/default.css" />
<script src="../../../../../assets/scripts/main_script.js" type="module">
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</head>
<body>
<h1><span data-field="title" data-format="default">part_system_get_info</span></h1>
<p>This function returns information about the given particle system instance.</p>
<p>This function returns information about the given particle system instance. See info of the returned struct on <span class="inline3_func"><a data-xref="{title}" href="../particle_get_info.htm">particle_get_info</a></span>.</p>
<p> </p>
<h4>Syntax:</h4>
<p class="code"><span data-field="title" data-format="default">part_system_get_info</span>(partsys)</p>
Expand Down Expand Up @@ -56,7 +56,7 @@ <h4>Example:</h4>
<div>Next: <a data-xref="{title}" href="part_system_create.htm">part_system_create</a></div>
</div>
</div>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2025 All Rights Reserved</span></h5>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2026 All Rights Reserved</span></h5>
</div>
<!-- KEYWORDS
part_system_get_info
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<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[
<
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<
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<meta name="generator" content="Adobe RoboHelp 2020" />
<link rel="stylesheet" type="text/css" href="../../../assets/css/default.css" />
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<meta name="search-keywords" content="array_foreach" />
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<meta name="generator" content="Adobe RoboHelp 2022" />
<link rel="stylesheet" type="text/css" href="../../../assets/css/default.css" />
<script src="../../../assets/scripts/main_script.js" type="module">
//<![CDATA[
<
meta name = "rh-authors"
content = "" / >
<
meta name = "topic-comment"
content = "" / >
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meta name = "rh-index-keywords"
content = "ref_create" / >
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content = "assets/masterpages/Manual_Keyword_Page.htt" / >
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<meta name="rh-authors" content="" />
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</script>
<meta name="rh-authors" content="Bart Teunis" />
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Expand Down Expand Up @@ -103,7 +91,7 @@ <h4>Example 4: Complex Array Reference</h4>
<div>Next: <a data-xref="{title}" href="int64.htm">int64</a></div>
</div>
</div>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2025 All Rights Reserved</span></h5>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2026 All Rights Reserved</span></h5>
</div>
<!-- KEYWORDS
ref_create
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Expand Up @@ -34,7 +34,7 @@ <h4>Syntax:</h4>
<tr>
<td>name</td>
<td><span data-keyref="Type_String"><a href="../../GML_Overview/Data_Types.htm" target="_blank">String</a></span></td>
<td>The name of the variable to set (as a string)</td>
<td>The name of the variable to set (as a string, must not be empty)</td>
</tr>
<tr>
<td>val</td>
Expand Down Expand Up @@ -62,7 +62,7 @@ <h4>Example:</h4>
<div style="float:right">Next: <a data-xref="{title}" href="variable_struct_remove.htm">struct_remove</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. 2026 All Rights Reserved</span></h5>
</div>
<!-- KEYWORDS
variable_struct_set
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4 changes: 2 additions & 2 deletions Manual/contents/IDE_Navigation/Menus/The_File_Menu.htm
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Expand Up @@ -37,7 +37,7 @@ <h1>The File Menu</h1>
<ul>
<li><strong>YYZ</strong> - This will export the project as a single <span class="inline">*<span data-keyref="Const_ExportProject_Extension">.yyz</span></span> file and is very useful for sending copies to people or for saving backups.
<ul>
<li><span data-conref="../../assets/snippets/Tag_note.hts"> </span> If your project includes assets from the <a data-xref="{title}" href="../../IDE_Tools/Prefab_Library.htm">Prefab Library</a>, you will be asked upon export whether the Prefab assets should be included in the exported project or not.</li>
<li><span data-conref="../../assets/snippets/Tag_note.hts"> </span> If your project includes assets from the <a data-xref="{title}" href="../../IDE_Tools/Prefab_Library.htm">Prefab Library</a>, you will be asked upon export whether the used Prefab Collections should be included in the exported project or not. See: <a data-xref="{text}" href="../../IDE_Tools/Prefab_Library.htm#h">Exporting a Project with Prefabs</a></li>
</ul>
</li>
<li><strong>As Template</strong> - This will allow you to export your project as a template, which you can later use as a base for other projects on <a data-xref="{title}" href="../../Introduction/The_Start_Page.htm">The Start Page</a>. Selecting this option will show you the following prompt:<br />
Expand All @@ -61,7 +61,7 @@ <h1>The File Menu</h1>
<div style="float:right">Next: <a href="The_Edit_Menu.htm">The Edit Menu</a></div>
</div>
</div>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2025 All Rights Reserved</span></h5>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2026 All Rights Reserved</span></h5>
</div>
<!-- KEYWORDS
The File Menu
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9 changes: 8 additions & 1 deletion Manual/contents/IDE_Tools/Prefab_Library.htm
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Expand Up @@ -81,6 +81,13 @@ <h3 id="custom">Customising Prefab Assets</h3>
<p class="note"><span data-conref="../assets/snippets/Tag_note.hts"> </span> Not every asset type can be customised e.g. Scripts, Shaders and Notes, as they have no customisable properties besides the code content itself. Rooms, Extensions, Tile Sets etc. can also not be customised due to the way their asset editing works.</p>
<h3>Duplicating Prefab Assets</h3>
<p>Using the &quot;<strong>Duplicate into Project</strong>&quot; option on an asset (or multiple assets/folders) unlinks the asset(s) from their original Collection and copies them into the currently open project. This means the asset is no longer linked to its Collection and will not receive any updates, and has been copied into the project directory and will take up space in the project. You can fully modify such a duplicated asset similar to any other asset created in the project.</p>
<h2 id="h">Exporting a Project with Prefabs</h2>
<p>When you <a href="../IDE_Navigation/Menus/The_File_Menu.htm#exportproject">export your project</a> as a <strong>.yyz</strong>, you&#39;ll be asked whether you want to include Prefabs Collections in the exported package:</p>
<p><img class="center" src="../assets/Images/IDE Tools/Prefabs/prefab_export_yyz.png" /></p>
<ul class="colour">
<li>Choosing &quot;<strong>Yes</strong>&quot; copies the Prefab Collections used in the project into the package and reroutes all references to the copied Collection, detaching it from the installed Collections that the importer may or may not have.</li>
<li>Choosing &quot;<strong>No</strong>&quot; keeps the Prefab references in the package but does not copy the used Collections, meaning that upon import, the user will need to have the required Collections installed (which they will be prompted to do if the Collections were not found)</li>
</ul>
<h2 id="prefab_library_features">Prefab Library Features</h2>
<p>The Prefab Library window is divided into the following sections:</p>
<p><img class="center" src="../assets/Images/IDE Tools/Prefabs/prefab_sections.png" style="cursor: nesw-resize;" />The left section displays the Folder List that contains a tree view of your Prefab Collections. The right section displays the contents of the currently open folder (or your Prefab Collections if no folder is selected). The divider between these two sections can be dragged to resize the sections.</p>
Expand Down Expand Up @@ -132,7 +139,7 @@ <h3>RMB Menu</h3>
<li><strong>Add/Remove Collection Reference</strong>: Add or remove a reference to this Collection in the current project. When the project has a reference to the Collection, assets from the Collection can be referenced in code.</li>
<li><strong>Customise</strong>: This adds the selected asset or all assets under the selected folder to the Asset Browser where you can customise its properties. See: <a href="#custom">Customising Prefabs</a></li>
<li><strong>Reinstall Prefab Collection</strong>: This reinstalls the package associated with the Prefab Collection. Use this in case you are facing any errors or unintended behaviour with the Prefab Collection.</li>
<li><strong>Uninstall Prefab Collection</strong>: This uninstalls the Prefab Collection and the package associated with it. This is useful in cases where the version of the Prefab Collection you have installed no longer exists in the Package Manager and you would be unable to uninstall it from there.</li>
<li><strong>Uninstall Prefab Collection</strong>: This uninstalls the Prefab Collection and the package associated with it. This is useful in cases where the version of the Prefab Collection you have installed no longer exists in the Package Manager and you would be unable to uninstall it from there. (<span data-conref="../assets/snippets/Tag_note.hts"> </span> You cannot use this option if the Prefab Collection is being used in the currently open project.)</li>
<li><strong>Duplicate into Project</strong>: This duplicates the selected asset (or all assets in the selected Collection/folder) into your project as a local asset, i.e. the asset becomes unlinked from its Collection and is fully editable as part of the current project. It will no longer be updated if there are changes to the source asset in the Collection.
<ul>
<li>When used on a Collection or a folder in a Collection, this process is recursive, i.e. it duplicates assets in all subfolders present within the selected folder and all subfolders within them, and so on.</li>
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