Devlogs
1.0.63 - GML updates and a bunch more
Key changes:
- Macros are now pretty much in line with “real” GML macros, which means that you can do all sorts of quirky things with them in “live” code.
Might not seem like a lot, but I had to rewrite how a good chunk of how code compilation works just for this.
static
is now largely supported
(note that static variables will be re-initialized when reloading code)
- Constructors are now more supported than before
Some features are currently impossible to implement because GML code does not have access to engine internals.
- GMLive is now backwards-compatible with runtime 2.3.7.476 as that’s what many people stick to.
Other things:
break
is now allowed inside a for-loop post-expression
(mostly only necessary for the aforementioned quirky things with macros)
- GMLive will now politely remind you if you are using “live call” functions but clearly got rid of the GMLive object.
- Fixed
instance_create_*
function signatures to include the new “variables” argument.
- Fixed some functions not accepting the new
ref
type as argument.
- GMLive server now cleans up
temp.shader
after itself when using shader reloading.
- Fixed C# server working poorly with code containing non-Latin characters.
- C# server now has an icon.
- Fixed zero-size tilemaps causing issues with room reloading.
- Fixed malformed instance variable definitions (that’s a GM bug) causing rooms to not be live-reload-able.