What's new in this version:
- A fix for the ?. operator caused problems when it was used in certain expressions
- flist() failed in Windows on directories with trans-ASCII characters in their names
- When reading the length of client.verbs directly, a value of 0 was returned
- Including a raw string (any format starting with @) in a block of code skipped by a preprocessor directive would cause compilation to proceed incorrectly
- The compiler allowed vis_locs and vis_flags to be defined under /image; these vars are only relevant to turfs and movable atoms
- The ?. operator on the left-hand side of an assignment operator worked incorrectly in certain cases when adding/assigning some constant values such as negative numbers
- Applying a color to an atom with maptext did not necessarily apply the color to the maptext also, if the color was opaque
- A second animate() call with the parallel animation flag could sometimes temporarily show out-of-sync results, such as the new animation appearing to be at its endpoint for a single frame before running the rest of the animation normally.
- Turfs in visual contents of objects did not properly mark when they were no longer in use (on the client) as a result of the obj or mob being deleted
- VIS_UNDERLAY could sometimes propagate further than intended
- Another aspect of the link() fix was apparently incompatible with multiple websites
- Raw strings did not get parsed correctly when included in macro arguments
- The fix for launching links in the default browser had a bug for certain links
- json_decode() could crash for some inputs
- Microsoft made a stupid, stupid change to command line parsing that impacted link() and caused incorrect results on many systems where the default browser was Chromium-based. The behavior of link() has been adjusted to account for this stupid, stupid change.
- The & character could cause problems in alert() boxes and some input() boxes due to the way Windows uses it as an escape in displayed text. For worlds compiled in 513 or newer, this will now be escaped properly
- Images in the visual contents of their container could cause a recursion that crashed the server. (FKI)
- Looping animations could sometimes get confused if the server re-sent them as a result of an update on the object they belonged to. (PopLava)
- A bug in an experimental compiler change managed to elude testing
- Changes to maptext handling caused a regression where certain maptext could crash the client
- view() and similar procs could include turfs and possibly their contents multiple times when the perspective object (e.g. a player mob) straddled multiple turfs
- Failing to open a file sent by browse_rsc(), etc. printed a "File not found" error message that could be incorrect or misleading. Additionally, file errors occurring during savefile usage did not print correctly either
- Commands in the skin editor, such as for buttons, got doubly escaped and un-escaped which caused some of them to get mangled
- Multiline editing fields in the skin editor, such as output.style, did not have scrollbars, which made editing more difficult
- The map.view-size parameter was poorly documented and the values it produced were too complex to be usable. The parameter has been updated to behave more consistently and is now documented better
- Input controls couldn't be created with text already in the control
- Maptext wrapping sometimes was incorrect with Unicode characters, and could mangle them in some cases
- Maptext considered a change of styles to be a potential break point for wrapping text, which was incorrect
- New keyboard macros are now recognized for media-capable keyboards: VolumeMute, VolumeUp, VolumeDown, MediaPlayPause, MediaStop, MediaNext, MediaPrev
- Several internal lists couldn't be located based on their ref() values
- Error messages from external DLL calls were cut off after the first character in Windows
- The error message regarding exceeding the maximum number of internal arrays, thought fixed in the previous version, had a different cause that still remained undetected. This has been fixed
- In a very old bug, the compiler handled the continue statement wrong when used with a labeled outer loop
- Addition of two constant strings at compile-time was broken
- Improperly formatted DM-CSS could cause a hang in some cases. (Devourer Of Souls)
- Login form CSS was broken
- There were multiple situations where Uncross() wasn't called during Move()
- Visual contents seen by clients could cause a memory leak on the server
- Regular expressions struggled with some UTF-8 cases
- Initial() for any of the bound vars on an object returned the same value as initial(bounds) instead of the correct var
- The client.bound vars were limited to a -32K to 32K range, which was inappropriate for large maps and icons
- In some complex projects, a weird error message could appear about exceeding the old 64K limit maximum number of internal arrays, even though that limit has been long gone and the projects in question were already over the limit.
- Adding constant numbers and strings at compile-time did not compile correctly, resulting in weird outcomes at runtime
- Using a small transparency checker size along with an extremely high zoom level, which for instance could happen in a 1x1 icon, could cause a crash due to way too many of the checkers being mistakenly drawn.
- Icons with huge numbers of states didn't display correctly in the icon editor, which failed to display later states entirely and also had problems with the scrollbar
- The first stage of topological sorting in isometric mode didn't handle topdown icons such as HUDs properly
- Using too many ripple filters could cause a crash in some cases
- Right-click verb menus accidentally went back to being slow in some situations
- Setting certain built-in lists like overlays, underlays, filters, verbs, etc. by assigning a list to them would clear them out and add an item at a time, which was often inefficient and resulted in appearance churn. This has been optimized internally to avoid churn, improving performance.
- Several true/false condition checks used in situations like for, while, etc. have been updated in the compiler to improve performance
- The ?. operator didn't handle some complex situations properly where it was the left-hand side of an expression and that expression was in turn the right-hand side of another. This is a compiler fix
- The find/replace dialog lost focus when searching across multiple files
- Animated cursors did not work for the inactive pointer or various other default pointers
- Maptext was not being counted in the client-side calculation of visual bounds, resulting in some icons not being drawn when maptext dimensions were large even though the maptext extended into the visible area
- In some games, the output control still didn't have its scrollbar appear, nor stay scrolled to the bottom. This seems to be related to the style of the text, so it only occurs in specific games
- The options string in browse() was not parsed like a URL-encoded parameter string (as in list2params), which prevented special characters from being escaped. Now it's parsed the same way, except that for legacy reasons a comma is still allowed as a delimiter between items in the list. (MrStonedOne)
- When a turf in visual contents also had another turf in visual contents, moving away from and then back to its Z level in a different place could cause the inner visual contents to shift over. (HindyMinte)
- The way certain special internal objects (regex, database, icon math) are handled internally has been refactored to improve server stability
- A further possible source of server instability was fixed
- Turfs and movable objects did not properly calculate visual bounds on the server side for visual contents, if the turf/movable had no attached images or animation
- Some kinds of filter animations were broken in a previous build, resulting in wrong values
- Setting world.fps or client.fps at runtime could sometimes cause messages to be sent to newly connecting clients before the client was ready to handle them, causing it to disconnect. This especially happened if such changes were done often
- Procs that ended because their src was deleted generated errors in world/Error() and were caught in try/catch, which they shouldn't have been
- client.view wasn't respected when set at compile time. This has been changed for all projects compiled in 512 or later
- Old code altering client.lazy_eye automatically when the world size was small resulted in some unexpected/annoying behavior, so it has been disabled for projects compiled in 512 or higher. Also, lazy_eye and EDGE_PERSPECTIVE interacted catastrophically in certain situations, causing a constant jump back and forth on each frame
- The icon editor was still limited to loading only 512 states, even though the reason for that restriction (the old icon editor) no longer exists
- Parallel animations on the same filter didn't work as expected, causing the later animations to basically cancel out the earlier ones even if they applied to different parameters
- The output control didn't always show a scrollbar, once the scrollbar was needed, until the place it was supposed to be was clicked or the user scrolled up. This has been fixed after exhaustive, painstaking testing
- The hotspot indicator in the icon editor now correctly contrasts with a transparent background in dark mode
- Regression: Statpanels got messed up by the grid formatting fix (Laser50)
- Reading initial() failed for some vars, resulting in major runtime errors
S- tep offsets, pixel offsets, and bounds were not always set properly in the map editor
- Regression: Non-zero map zooms were broken
- Filter list access for animations, setting vars, etc. sometimes resulted in spurious "index out of bounds" errors. (Lummox JR)
- The server did not send sound information properly, which prevented sound.environment from accepting 0 to reset the environment. (VolAs)
- MouseEntered() is now called right after MouseDrop() in response to the fact that the object under the cursor has changed. This call is generated on the server instead of the client. (Ter13)
- Case insensitivity was not properly handled in some complex regular expressions. (Altoids0)
- Several issues regarding global color changes in an icon have been fixed. (NSBR)
- The backspace key didn't work correctly in the loop count edit box of the icon pixmap editor. (Nadrew)
- The map editor suffered reduced performance. (Ter13)
- Visual contents of objs and mobs did not reset in some cases when they were removed from the map and later re-added, but not deleted in the interim. (Mport2004)
- In the pixmap editor's movie area, you can now insert or delete entire columns. Using a regular delete when a column is selected will ask if you'd rather shift the other columns over. The new insert-columns and delete-columns commands have keyboard shortcuts Shift+Ins and Shift+Del, respectively
- In some cases, the server did not properly send map chunk information that was necessary to handle big icons
- Some proc calls using the call() proc were misinterpreted, causing named arguments not to work correctly when calling those procs with an arglist()
- The map editor has had some updates to improve its ability to handle certain conditions like the use of BACKGROUND_LAYER
- The compiler did not include some vars in turf underlays that impacted their appearance, when those underlays used modified types (vars set in the map editor). This very old bug, which can be traced back to BYOND 324 because it impacted pixel offsets too, has been corrected
- Setting parent_type in a way that created a circular reference caused the compiler to hang or crash
- Color matrices and certain situations applying alpha values did not mix properly, resulting in incorrect color matrix calculations
- alert() couldn't use buttons starting with a period, which resulted in some broken behavior
- blend_mode was not applied properly in icons using flick()
BYOND 513.1538 相關參考資料
BYOND 5.0 Version 513 Release Notes
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