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Topics - Goombert

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Announcements / Graphical Fidelity Testing and Engine Cleanup
« on: June 29, 2018, 07:23:13 AM »

Note: The two images are intentional false positives I did for the purposes of demonstrating the bot and to verify its behavior.

Hey guys! I've been busy for a few days working on a side improvement to the engine code base that I want to share with you all. It is closely related to the SDL changes fundies recently announced as well as us adding support for Direct3D11 and modern OpenGL ES. We have basically extended our continuous integration to perform an image analysis on graphics tests to improve graphical fidelity both between the graphics systems as well as between ENIGMA and GameMaker. This is still a work in progress but I just this morning got it fully working to where we can successfully screencap the game in the Travis CI virtual machine (minor bug in our test harness taking the screenshot directly after game start and before any draw events were processed).

You can see what we're up to on the pr here:

We expect to have it merged soon and will then be adding drawing tests from here on out.

I've also cleaned up the tile drawing code and optimized them on top of the vertex buffer functions I added for GMS compatibility. They are slightly different though because I use an index buffer to render them more optimally as an indexed triangle list. Regardless, from my benchmarks we can see that the tiles are not only more consistent now but also build and render much faster. When me and fundies get these image comparison tests merged into master, I will add a tile drawing test to prevent future regression of the functions and finally merge in the new tile code.

I will be following up those changes by rewriting the model classes as well:

The whole point of this changeset is to have less duplicate code by using proper abstractions of vertex and index buffer concepts, while essentially providing both to the user. This not only improves what ENIGMA already provided, but will bring new features and functions that users have desired. With all of that in place it will be super easy to finally have OpenGL ES working again as well as Direct3D11 because building a graphics system then simply consists of making each graphics system have working vertex functions.

I hope everyone likes these changes and will find that it's going to significantly improve the project. Open to comments/feedback/suggestions as always.

Announcements / Announcing Patreon
« on: May 20, 2018, 01:21:16 PM »
In this post, I want to talk a little about where ENIGMA is headed and what we are trying to achieve.

As many of you saw, I recently announced that RadialGM is being developed and that I have intentions of making it a fully-featured IDE. Accomplishing what we have so far has not been an easy task. It has already taken several months to develop the new architecture and continuous integration platform. As I've said, I'm very happy with the results, and I think that when the IDE does become stable, it is going to be a tool that once ENIGMA users try it, they won't want to ever go back to the way things were.

YouTube demonstrating emake, libEGM, and libProtocols:

Just since this video was made a few of the bugs mentioned have been fixed and for the first time in years ENIGMA has an issue count in the double digits (at this moment 84).

Proposed, but not yet merged:

There are a number of tasks left to be completed before I believe the IDE and new setup can really be rolled out to everyone. I also believe that this work is going to require a few months of development. I've been preparing to launch a Patreon page for the community to get involved and help support the project:

We chose Patreon in particular because we did not want to pressure anybody into funding the project, but we value donations and contributions from the community and feel that they should be rewarded. Through Patreon's platform, we will be able to transparently fund the new IDE and give the community things like special Discord roles, recognition in the new IDE, and early and privileged access.

Announcements / Removing Glew from the Repository
« on: May 12, 2018, 07:48:47 PM »
Fair warning, I'm about to remove glew from the repository and from now on it will be obtained via your package manager like the rest of ENIGMA's dependencies.

Josh felt it appropriate to warn everybody, and I agree. If you update to master now you will need to have glew installed:

Quote from: Ubuntu apt-get Glew
sudo apt-get install libglew-dev
Quote from: Arch Pacman Glew
pacman -Sy glew
Quote from: MSYS2 Pacman Glew
pacman -Sy mingw-w64-x86_64-glew
Quote from: Mac Brew Glew
brew install glew

This is important because ENIGMA should not distribute its dependencies this way. For one, they are not our code and distort the code coverage, and second they end up getting really old and crufty (like the current glew) which also leads to security vulnerabilities.

Announcements / Key to Success Release
« on: May 07, 2018, 03:22:57 AM »
This is a community announcement on behalf of time-killer-games

Key to Success is a free and open source 2D indie platforming game that is compatible with ENIGMA and GameMaker. The game was built with ENIGMA with minimal issue and we are proud to showcase it as compatible with our engine. Please check his official topic for more details + download:

Note: This topic is locked and cannot be replied to directly. If you are working on a game in ENIGMA or have a compatible GameMaker game that you would like to showcase, please let us know.

Announcements / RadialGM
« on: May 03, 2018, 08:36:30 PM »

Ok, so I've been hinting around and letting some of you know for a while that a few of us have been redesigning the architecture of ENIGMA to support a new IDE. Some of you may be more familiar with it as I know I've let a handful of people test out the new tools, but I'm here to break it down and try to explain it in more detail for everybody.


I want to start off by enumerating the current things ENIGMA was doing that are somewhat insane. When I started contributing to LateralGM, GM HTML5 was a brand new thing and there was really only the GMK format to support. This went well for a time, as many of you know, and we were able to add features as YoYoGames did without too much of a thought-out serialization framework in place. We had experimented with making a new IDE, just for the sake of making a new IDE (not as much because one was needed). Working on LateralGM, I tended to continue with the mindset that it was a "GameMaker" IDE and we should try to add compatibility for everything which is now not only a difficult task but next to impossible. Because LateralGM and ENIGMA communicated using C structs with JNA through compileEGMf.dll, they would not be binary compatible if we added new fields and other metadata. Overtime, Oracle has become an even worse company attempting to undo decades of legal precedent with regards to software engineering, Java, and specifically OpenJDK, hasn't made fast enough progress, and I just want to make games.

Architecture Changes

So I experimented with using Google Protocol Buffers as a serialization for projects. I was also adding things here and there to emake.exe as fundies asked me to. He was working with Josh to get our CI tests setup to prevent regressions in the engine and everything (which I must say are doing wonders for this project). fundies expanded the protocol format to basically load GMXs completely and then I tacked on GMK, have YYP semi-working, and him and Josh are currently working on EGM saving. These formats are all being handled in libEGM which is a new C++ library built on top of libProtocols.

The plan is to have libEGM only ever read the GM formats but save and read our official serialization format (*.egm). The CI tests will make use of libEGM to load and compile a test project from every version of GM back to GM5. You can actually examine this right now on GitHub because the Protocol Buffers PR is already running these tests:


Using the new protocols I was able to experiment with making RadialGM actually functional (since because of the architectural changes much of the work was already done).

As you can see, we've made a lot of progress. I am really satisfied with the results so far, and personally, I want to make games myself using the new IDE and that's why I've been working on it so much. What's so great about all of this though, is not just that RadialGM is actually possible, but the architectural changes really do make every other IDE as equally likely to work out (though for various reasons, I've decided to focus my efforts on the Qt version; simply because I personally like it the most). However, you should consider RadialGM to be more of an "ENIGMA" IDE as it will be almost purely for ENIGMA editing.

What You Can Expect

* It is unlikely that I will be making any more changes to LateralGM.
* The C-based backend/ in ENIGMA will remain but may be rewritten to convert to the protos (instead of the inverse) for the foreseeable future. It will likely be deleted if someone decides to rewrite the ENIGMA-LGM plugin to use the protos instead of the C backend (but that's much more work than converting the backend into protos).
* You can expect to be able to load all GM formats back to GM5 (*.gmd, *.gm6, *.gmk, *.gm81, *.gmx, *.yyp, *.egm).
* Do not expect to be able to export any RadialGM project back to a GM format, you will likely convert your projects to EGM upon open/load and then either maintain two copies or stop using GM.
* You can expect the IDE to make more optimal use of your system's resources for the above reasons (primarily because resource data is lazy-loaded and reference counted in the frontends).

Announcements / Official Discord Channel
« on: April 08, 2018, 12:46:09 PM »
In preparation for some upcoming announcements and just to create a nice place for Discord users to chat about game development, Josh has setup an official Discord for ENIGMA.

This does not mean we are getting rid of the IRC channel at all, I intend to stay active in both. I also respect some open source developer's ethical dilemmas with using a proprietary platform like Discord. Therefore, we are not forcing this Discord, it is simply there if you want to hang out if it's your preferred social medium for game development.

With Discord comes a lot of new features including friends lists, mentions, the ability to time travel to old posts, and also the ability to share code snippets.

I really like the feature to delete messages after they are sent. Altogether, Discord offers a very modern experience with a responsive web UI and we hope everyone finds it useful.

Announcements / Official ActionMaker Release
« on: August 30, 2017, 02:13:07 AM »
I wanted to update everyone on something I've been working on lately. Still investigating more ENIGMA related things, I set out to learn Vue.js and created an action library editor along the way.

ActionMaker is a pure HTML5 application that uses Vue.js and native form elements for the front-end. It can handle both LateralGM's LGL format and GameMaker's LIB format. I've actually tested conversion of LateralGM's score library to LIB and got it to load in GMS 1.4.

You can checkout the repo on GitHub and visit the live version right now!

There are still some kinks to be worked out, but here is a list of known issues:
* Clipboard actions currently do not work in Chrome and are buggy in Firefox.
* Firefox seems to have a GTK3 issue on Linux which makes the buttons really big and breaks the layout.
* Saving LIB files does not work in any browser except Firefox because it is the only browser which supports the "image/bmp" MIME for canvas.toBlob() and bmp is the mandated image format for LIB files by GameMaker.
* I have not even tested Safari, but I'd be interested to know how that goes for anyone.

Here are some tips:
* Mark Overmar's old library editor does not let you edit official libs which are defined by having a library id less than or equal to 999. ActionMaker does not have this restriction, but if you want to also edit LIB files in the old library editor, then you should set an appropriate library id.
* LGL uses 24x24 pixel icons packed together into a single texture, and when saving to this format, ActionMaker will crop any images you provided to 24x24 while packing them.
* LIB uses 32x32 pixel icons but only the top-left 24x24 area is actually visible, the rest is the transparency color. What ActionMaker will do is crop the image to 32x32 and provide a default black transparency color if your image is only 24x24 or smaller.

Off-Topic / GitHub comments too long?
« on: September 18, 2016, 03:47:20 PM »
Ok so I finally got tired of reading super long GitHub comments because GitHub does not provide any collapse features for long code or quote blocks. Somebody showed me this which just came out and it works perfect! Definitely give it a try, you can customize it quite a bit too.

Also, please remember to put logs and stacktraces in the ``` style code blocks from now and not paste them raw into a GitHub issue. Not just on ENIGMA's tracker but everywhere you post an issue on GitHub. That way people can use this extension and navigate the site easier.

Announcements / We've moved to GitHub (again)
« on: September 14, 2016, 01:39:10 AM »
So for the longest time I was uploading all of our releases and extra packages onto this special ENIGMA team Dropbox account because Josh wouldn't give me FTP access to the site's server because I told him that would be a bad idea because I would almost certainly wreck the site if I had those kind of powers, sort of a Hitler unchecked Churchill kind of thing.

Anyway, I first started experimenting with GitHub's releases mechanism for LateralGM and it seems to have gone well. I noticed people complaining about the portable ZIP being on Dropbox (literally on the Dropbox files comments because I didn't disable comments), so I have decided to do this for all of our other projects as well. What's great about this new way of distribution is that you guys can download old revisions without me having to compile links to them on the Wiki. The script will also pull packages from GitHub now too.

You can find the following releases all archived on GitHub:
(I could not move LibMaker because IsmAvatar never gave me access to that repo)

The portable ZIP is hosted on GitHub now too:

The old archive page on the Wiki has been deleted, so if you've linked to anywhere, update your links.

I'll continue to maintain the extra packages page though to make it easy to find them all.

There is currently some issues around version numbers. First, the plugin has always used the same version as LGM even when it never changed because I didn't know what else to set the version to. So GitHub marks the latest release as an older version because it doesn't know which one since they are all based on the same commit. That will be fixed as soon as a commit and new release are made. Maybe Josh and Rusky can help me fix the tags before then though.

Second, I didn't know what to version the ENIGMA portable so I just started it off at since we should be around r5 now. Josh can take care of the right version numbering later. Possibly when we do get a build bot it can just auto increment the version number for us too. Finally, I started off JEIE's first release as version 0.1.0 since that's a good number to start with.

Let me know if any issues crop up with downloading any of the packages and such on the site. Cheers (Y)

Announcements / About.ey consistency changes
« on: September 06, 2016, 12:33:26 AM »
Ok so it seems there was some confusion with About.ey files before and I want to get them fixed. So after a new PR to master you will need to download the new ENIGMA plugin and LateralGM the next time you try to update ENIGMA. I have updated the script for Linux users and I have also updated the Windows portable ZIP to make this easier. As usual, you can also just grab the latest LateralGM and ENIGMA jars from the extra packages page and overwrite them manually yourself as well.

The first thing I had to do was patch the LGM plugin to actually use "Name" for the extension label in the GUI. The wiki articles all state clearly that "Name" is the part of a system's eyaml description file that should be human readable. The "Identifier" field is what would be used in code, it would be similar to a C++ identifier in that it probably shouldn't have spaces and should also be the folder name of the system or extension in which it resides.

Then I had to update and correct all of the About.ey files for every extension. The major systems under Game Settings->ENIGMA->API have always been correct. The "ID" field for extensions was also changed to "Identifier" for consistency.

Finally, I've updated the Wiki pages and uploaded a new portable ZIP for Windows.

Off-Topic / MockApp
« on: May 19, 2016, 04:29:30 AM »
MockApp is basically a PowerPoint compiler. You design your iOS application in it with a PowerPoint like interface and it builds the App prototype.

So now even application development and not just games is starting to look a lot more like GameMaker. This is funny because for a while Josh was also talking about how the smartest AI that could write programs would essentially be a PowerPoint compiler.

Tips, Tutorials, Examples / Sprite Patch Scripts
« on: May 01, 2016, 07:09:11 PM »
This was requested of me to write a script that can do this. Drawing sprites this way makes it easier to scale parts of them without messing up and blurring the corners. This is especially useful for rendering UI controls.

NOTE: These scripts should work in older GM versions, but if you are using Studio or ENIGMA you may want to replace control variable increments (such as += 1 in a for loop) with ++i as an optimization because preincrement is faster. If you are using ENIGMA then it is even faster to just use an int with preincrement.
Code: (GML) [Select]
// this works in old GM versions but is slower
for (i = 0; i < 3; i += 1) {
// this is faster and only works in GMS, ENIGMA, or C++
for (i = 0; i < 3; ++i) {
// this is the fastest in both ENIGMA or C++
for (int i = 0; i < 3; ++i) {

This is what a 9-patch sprite looks like:

My first attempt makes use of a single sprite and its subimages.
Code: (GML) [Select]
/// draw_sprite_patch(sprite, x, y);
/// by Robert B. Colton
/// draws a 9 patch sprite with x, y as the top-left corner
/// subimages are in the order: top-left, top-center, top-right,
/// middle-left, middle-center, middle-right, bottom-left, bottom-center, bottom-right

var spr = argument0;
var xx = argument1, yy = argument2;
var ww = sprite_get_width(argument0), hh = sprite_get_height(argument0);

for (i = 0; i < 3; i += 1) {
    for (j = 0; j < 3; j += 1) {
            j + (i * 3),
            xx + j * ww,
            yy + i * hh);

My second attempt actually adds the arguments for scaling. If you wanted to center it around the x, y parameter you can just subtract the sprite origin from xx and yy.
Code: (GML) [Select]
/// draw_sprite_patch(sprite, x, y, stretchedWidth, stretchedHeight);
/// by Robert B. Colton
/// draws a 9 patch sprite with x, y as the top-left corner where the middle and
/// center row and column is stretched to the given width and height
/// subimages in the order: top-left, top-center, top-right,
/// middle-left, middle-center, middle-right, bottom-left, bottom-center, bottom-right

var spr = argument0;
var xx = argument1, yy = argument2;
var sw = argument3, sh = argument4;
var ww = sprite_get_width(spr), hh = sprite_get_height(spr);

// top-left and top-right corners do not need scaled
draw_sprite(spr, 0, xx, yy);
draw_sprite(spr, 2, xx + ww + sw, yy);

// bottom-left and bottom-right corners do not need scaled
draw_sprite(spr, 6, xx, yy + hh + sh);
draw_sprite(spr, 8, xx + ww + sw, yy + hh + sh);

// top-center and bottom-center need stretched horizontally
draw_sprite_stretched(spr, 1, xx + ww, yy, sw, hh);
draw_sprite_stretched(spr, 7, xx + ww, yy + hh + sh, sw, hh);

// middle-left and middle-right needs stretched vertically
draw_sprite_stretched(spr, 3, xx, yy + hh, ww, sh);
draw_sprite_stretched(spr, 5, xx + ww + sw, yy + hh, ww, sh);

// middle-center needs stretched horizontally and vertically
draw_sprite_stretched(spr, 4, xx + ww, yy + hh, sw, sh);

And my last attempt uses a single subimage of a single sprite.
Code: (GML) [Select]
/// draw_sprite_patch(sprite, subimg, x, y, stretchedWidth, stretchedHeight, sourceWidth, sourceHeight);
/// by Robert B. Colton
/// draws a 9 patch sprite with x, y as the top-left corner where the middle and center row and column
/// is stretched to the given width and height
/// subimages in the order: top-left, top-center, top-right, middle-left, middle-center, middle-right,
/// bottom-left, bottom-center, bottom-right

var spr = argument0, subimg = argument1;
var xx = argument2, yy = argument3;
var sw = argument4, sh = argument5;
var ow = argument6, oh = argument7;
var cw = (sprite_get_width(spr) - ow) / 2,
    ch = (sprite_get_height(spr) - oh) / 2;
var color = c_white, alpha = draw_get_alpha();

/// do this if you want to center the sprite around its origin
/// var xx = (sprite_get_xoffset(spr) / sprite_get_width(spr)) * (sprite_get_width(spr) - ow + sw),
///    yy = (sprite_get_yoffset(spr) / sprite_get_height(spr)) * (sprite_get_height(spr) - oh + sh);

// top-left and top-right corners do not need scaled
draw_sprite_part(spr, subimg, 0, 0, cw, ch, xx, yy);
draw_sprite_part(spr, subimg, cw + ow, 0, cw, ch, xx + cw + sw, yy);

// bottom-left and bottom-right corners do not need scaled
draw_sprite_part(spr, subimg, 0, ch + oh, cw, ch, xx, yy + ch + sh);
draw_sprite_part(spr, subimg, cw + ow, ch + oh, cw, ch, xx + cw + sw, yy + ch + sh);

// top-center and bottom-center need stretched horizontally
draw_sprite_part_ext(spr, subimg, cw, 0, ow, ch, xx + cw, yy, sw/ow, 1, color, alpha);
draw_sprite_part_ext(spr, subimg, cw, ch + oh, ow, ch, xx + cw, yy + ch + sh, sw/ow, 1, color, alpha);

// middle-left and middle-right needs stretched vertically
draw_sprite_part_ext(spr, subimg, 0, ch, cw, oh, xx, yy + ch, 1, sh/oh, color, alpha);
draw_sprite_part_ext(spr, subimg, cw + ow, ch, cw, oh, xx + cw + sw, yy + ch, 1, sh/oh, color, alpha);

// middle-center needs stretched horizontally and vertically
draw_sprite_part_ext(spr, subimg, cw, ch, ow, oh, xx + cw, yy + ch, sw/ow, sh/oh, color, alpha);

I can think of about 50 more ways that this can be done, including using the tile drawing functions, which may be faster because they are batched and have little overhead. I haven't wrote those yet but if anybody needs it done a different way, feel free to ask me and I'll write the script.

General ENIGMA / What do you want?
« on: April 23, 2016, 05:30:48 PM »
Just out of curiosity and to see where to go next. I would like to get a feel of what people want. For both LGM and ENIGMA, please tell me what the 3 most important issues you see are. You should try to pick simple things that you feel are important for each, or you can suggest 1 really important item that takes a little longer to do. So either 3 simple things for each project that you find important or 1 really big thing.

The trackers should give you some ideas of what issues we currently have:

Maybe if everyone reaches a consensus on a really important issue, I will actually do it.

Announcements / LateralGM
« on: April 15, 2016, 01:53:08 PM »

This release has been a long time coming and hopes to address a lot of the issues many of you have been having with the editor. LateralGM's code base has also been substantially cleaned up in the process.

You can download the new jars from the new Releases page on GitHub as well as the old Extra Packages page on the Wiki. An update to the plugin is needed for this release because the hardcoded Quantum look and feel has been removed and a sound property has been changed for clarity. I have updated the hashes for so that script can also be used to fetch the latest LateralGM and plugin jars.

ENIGMA users may experience an issue using the new LateralGM because ENIGMA.exe always passes it " " an empty string of length 1 on the command line, which LGM interprets as a file open. Originally I patched around this in LGM before realizing it is actually an ENIGMA problem. I have undone that now but ENIGMA.exe needs to be updated and a new portable ZIP made.

1.8.7 Changes

* The room editor now has a multi-selection mode (thanks egofree  (Y)), where you can select several tiles or sprites. Then you can copy, cut and paste them. Also you can select a region and fill it with tiles or sprites.
* There are three new buttons in the room's toolbar, in order to switch the following modes : 'Snap to grid', 'Add on top', 'Add multiple'. Before these modes were only available with keyboard shortcuts.
* There was an overhaul of the tiles management in the rooms editor. Before it was difficult to understand how to add or modify tiles, and with the new version, it's much easier.

* New sprites and backgrounds are now transparent instead of white. This is what GM does and it is for obvious reasons. Most sprites want to start with a blank canvas and backgrounds are usually just loaded from a file.
* Imports fixes to the event tree from the stable branch. These issues were previously leading to exceptions and the ability to bring back deleted events.
* Fixed an issue with the play button being enabled for Mp3's by mistake.
* Implemented /// comment feature for giving a custom description to code actions. This uses a complex regular expression pattern that Josh wrote and ignores whitespace up to the first line of code.
* Fixed exception caused by images smaller than 5x5 pixels.
* Path editor is finally fixed and works as it did in lgm16b4. This was actually a regression introduced in the master branch by Medo42 and it went completely unnoticed. I never used the path editor and thus never realized it was broke, it should work 100% now.
* Added the missing "Alpha Tolerance" property to the sprite frame, which works the same as GM8.1 for detecting the collision mask.
* Fixed external editors so that you can save an image multiple times from the external editor. The problem was that the file handles were never being closed.
* Fixed instance id's for the GMX format.
* Fixed the room editor from constantly asking to save changes even when it is first opened. This was due to a change I made in the original 1.8.2 to increase the default room editor size, it has been changed the right way now.
* Instance and tile names are properly read and written now with the GMX format. They will be lost if you convert the project to GMK however, because that format does not save them.
* Action list selection has been fully corrected now. Dragging and dropping between two different action lists also works now. It is no longer possible to add a code action until the action list has a container (meaning a moment or event).
* Support for GM action libs is now complete and the transparency problems have been fully fixed, including the issues related to gaps when placing them in the action list.
* Undo, redo, cut, copy, and paste are now consistent across all editors. Some editors had them in a different order before, they will all be in the same order everywhere now and in context menu's.
* Fixes code formatting in a lot of places for consistency. It will no longer be mixed between the LGM style and other styles. Removed excess whitespace, lots of whitespace was on empty lines. Fixed file line endings in some places.
* Multi-monitor support has been restored now, but this means that using a non-native look and feel with decorations enabled will cover the taskbar when you maximize the frame. This is a known Swing look and feel issue.

* Adds a check to see if audio clips are open before closing them on the sound frame. This is to fix a Linux issue where the pulse audio implementation in OpenJDK does not like you calling stop if the clip was never actually opened before.
* Fixes a mistake in the action list model where one of the add() methods stored two undo's. It would lead to an exception just adding a single action and undoing twice.
* Removes swinglayout-lgm.jar from class-path in the manifest because we no longer support Java 5.
* Uses the new ICO file created by @JoshDreamland without any aliasing.

* Adds the checkered background pattern to the room editor.
* Changes default room background color to 66CCFF because that better represents the sky, what is likely to be the most common background.
* Fixes layout in the game settings frame for the author and version number/project info tab. The labels should have been trailing as they are in GM8.1.
* Adds keyboard shortcuts for Bold, Italic, and Underline to the Game Information editor.
* Cleans up the JoshEdit commits and finally moves most of the changes into JoshDreamland/JoshEdit master.
* Removes double-click expandable splitters. They were not necessary and basically overkill, even more annoying to me than the one touch expandable toolbars.
* Replaces the old color picker with a new control that allows you to enter hexadecimal color values. This should make it easier to copy and paste color values. You can still click the button to get the old color picker or enter the hex value manually.
* Adds anti-aliasing to the search bar and fixes related clipping. This search bar was a custom created control.
* Introduces a right orientation mode for those who may be left handed or prefer to work with the IDE that way because of how it saves mouse movements between toolbar clicks.
* Hides some unimplemented features such as Undo/Redo for the background and sprite editor. The controls are still there, the buttons have just been commented out from the layout.
* Removes references to the "Quantum" look and feel that I experimented with. The master branch supports various look and feels so it is possible to recreate it as a custom look and feel or using a plugin for LGM. It does not belong hardcoded into LateralGM.
* Fixes a UI issue with any JCheckBox on a JToolBar by using setOpaque(false) to allow the gradient of the toolbar to be drawn (affects Swing look and feel, was also done in lgm16b4).
* Fixes an issue with the about frame locking up with OpenJDK. It was caused by a method being called that had no effect, it was to change the cursor for hyperlinks, and it was also being passed null, which is undefined by the API, instead of Cursor.DEFAULT.
* Reduces the size of the exported jar by removing things like old splash screens from the jar description. This was a mistake I neglected to consider in earlier releases.
* Fixes property mappings in the sound editor. I had some of the keys messed up before which was making the editors save the properties wrong.
* Drag and drop importer for resource menus implemented. You can now drag a resource from the project tree over to the parent selector on an object for example. This is consistent with the way it behaves in GM: Studio.
* No longer removes the ability to edit a script when you have an external editor configured. You can use both the external editor and the built in editor. Both sets of buttons will appear, and it will behave as the sprite editor does.
* Redesigned the preferences frame with a new layout. It now looks very consistent and uses proper alignment of controls. A huge improvement over the mess that was the old layout.
* Implements community and submit issue command links to the Help menu for convenience. All are configurable from preferences as expected.
* Uses the new splash screen created by rcobra  (Y)
* Adds a reset defaults button to the preferences frame This currently clears recent files too, and you have to restart the whole IDE before the frame reverts its controls too. Changes

* Fixed handling of null resource references in the GMX writer. Before you could not delete a resource, like a sprite, that was referred to by some other resource, such as an object, without the GMX writer throwing an exception. It now behaves the same way as the GMK writer does.
* Fixes conversion of GMK sprites to GMX sprites. Because GMX does not save the transparency pixel at all, the writer will now check if a sprite has that property set and remove its background before writing it. GMS does the exact same thing on GMK import.
* GMX will now properly update the last saved time when writing a project.
* The GMX writer will also properly save the background room now from the path editor. Before it was saving the name, but GMX actually stores the id of the room. Really you can blame YoYo for this inconsistency, as it can actually lead to a bug where if you delete the room, save, and then reload it will point to the next room in the tree (but I don't think they care).

* Fixes parenting on numerous dialogs so they are properly parented to LGM's frame or their MDI subframe. This is useful if you don't always work with LGM maximized.
* Fixes clipping on the search text area for resources. I was setting the clip wrong which caused the hint text to disappear sometimes. I did not notice it until setting up ENIGMA.
* Fixes the Java version warning message, it was previously saying Java 7 was out of date. It should now only say your Java is outdated if you have a version lower than Java 7.

* This version also fixes the JoshEdit submodule and cleans up more of the code removing a lot of excess whitespace. It is now possible to clone LGM with a single command.
Code: [Select]
git clone --recursive

General ENIGMA / OpenJDK is haunted
« on: April 02, 2016, 10:40:25 PM »

I am becoming more and more convinced that OpenJDK is haunted with ghosts. I can't recall exactly how many, but there's been a lot, of people show up and once they install the Oracle JDK their LGM problems seem to just vanish.

Like this gentleman:

It seems that the general consensus is that OpenJDK is pretty buggy for all Java applications. I've gone and tested specific cases where the exact same Swing GUI code is fine in Oracle JDK but deadlocks in OpenJDK for no apparent reason. This used to be even more apparent in the Java 6 days with the default Ubuntu Java apparently.

For these reasons I have updated the download page to recommend the use of Oracle JDK. From now on, I would also recommend that if you have GUI problems such as dialogs freezing that you try to install Oracle's JDK first before reporting the issue to our tracker.

I really don't think I understand why it is that OpenJDK is in such a poor condition. It's apparently just the Oracle JDK with proprietary code removed and under an open source license. I mean, the biggest contributor to OpenJDK is.... Oracle itself. So I am not sure I see any real reason for the disparity of the two JDK's.

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