Mirillis Action!

最新版本 BYOND 514.1565

BYOND 514.1565

BYOND 514.1565
Mirillis Action! 允許在一流的高清視頻質量的 Windows 桌面流媒體和實時錄製。隨著行動!您可以錄製和流式傳輸您的遊戲玩法,網絡播放器視頻,錄製音樂,截取屏幕截圖,遠程訪問您的 PC,使用 Android 設備玩 PC 遊戲等等。下載 Mirillis Action! 用於 Windows 的脫機安裝程序安裝.



以 HD 格式記錄遊戲。基準遊戲性能.
行動!出色的性能和 GPU 利用率可以實現最流暢的實時高清遊戲性視頻錄製!顯示遊戲過程中的當前和平均遊戲幀速率(FPS),並保存您的基準測試結果.

平滑 Windows 高清桌面錄製,輕鬆創建教程!
行動!為實時桌面錄製軟件定義了新的性能和用戶體驗標準。錄製流暢的高幀速率的高清視頻,您的桌面和應用程序活動,添加麥克風音頻評論,輕鬆創建精彩教程!

通過 Android 設備或其他 PC 遠程訪問您的電腦。在 Android 上玩電腦遊戲!
為您的 PC 發現最好的遠程控制軟件!玩你最喜歡的 PC 遊戲,並用 Android 設備或其他 PC 控制你的 Windows 桌面。即時訪問您的電腦遊戲,文件和應用程序在出色的高清質量.

流行的遊戲和桌面活動流行的服務!
行動!在線流媒體服務允許將您的所有遊戲機,視頻或桌面活動流式傳輸到流行的流媒體服務,如 Twitch.tv,YouTube,hitbox,Ustream,Livestream,Aliez 等等。

連續 Windows 桌面和遊戲錄製!
With Action!主動屏幕錄製模式,無論您從 Windows 桌面切換到全屏遊戲多少次,您都可以連續錄製視頻。所有的 Windows 桌面操作和遊戲將被記錄到一個視頻文件。

導出屏幕和遊戲錄製到流行的格式和設備!
選擇許多預定義的配置文件之一,並推動一個按鈕導出您的錄音流行的格式,設備,Facebook 或 YouTube 和貿易;。使用快速,硬件加速的視頻導出 NVIDIA®(英偉達™) CUDA™ AMD APP 或 Intel® 快速同步視頻技術.

將 Windows 桌面和遊戲錄製上傳到 YouTube™ 或 Facebook
導出,並將您的錄音上傳到流行的服務和社交網絡,如 YouTube™ 和 Facebook。行動!為 YouTube 和交易提供預定義的導出配置文件; 和 Facebook,只需按下一個按鈕導出,並自動上傳你喜歡的服務錄音快速和 easy.

硬件加速令人驚嘆的高清屏幕和 MP4 格式的遊戲錄製!
Action!使用 NVIDIA NVENC,AMD APP 或者 AMD APP,直接將實時 FullHD 60p 視頻錄製到 MP4(H.264 / AVC)格式。   英特爾® 快速同步視頻加速。直接錄製你的桌面或遊戲到 MP4 格式,並享受流暢的視頻和超小文件大小.

添加攝像頭到您的屏幕或遊戲錄製
With Action!你可以從網絡攝像頭添加圖片到所有的實時遊戲和桌面錄音!分享不僅僅是您的遊戲視頻!隨著行動!攝像頭錄製是很容易的,只需選擇您的攝像頭,設置攝像頭的視頻位置和大小,並開始錄製!下載 Mirillis Action! Windows 的離線安裝程序安裝.

Action!其他功能:
記錄 Windows 桌面和出色的 4K 遊戲!控制你的屏幕或遊戲的視頻錄製與免費行動! Android 的 RCU 應用程序保持與時間轉移所有壯觀的遊戲行動!支持羅技 G13 / G15 / G19 多媒體鍵盤為您的遊戲錄音帶來出色的慢動作效果實時網絡視頻錄製的平滑屏幕錄製。所有屏幕錄像機的用戶界面最友好,最時尚!添加現場音頻評論到您的屏幕和遊戲錄音輕鬆錄像回放。行動!可以記錄您在 PC 上聽到的所有內容。隨著行動!您可以捕獲遊戲或桌面的多個屏幕截圖。出色的表現!注:30 天試用版。所有的錄像都將包含一個水印.

ScreenShot

軟體資訊
檔案版本 BYOND 514.1565

檔案名稱 514.1565_byond.exe
檔案大小
系統 Windows Vista / Windows 7 / Windows 8 / Windows 10
軟體類型 未分類
作者 Mirillis Ltd.
官網 https://mirillis.com/en/products/action.html
更新日期 2021-08-28
更新日誌

What's new in this version:

BYOND 514.1565
Fixed:
Dream Daemon:
- animate() was causing heap corruption in rare intermittent cases, resulting in a server crash


BYOND 514.1564
Fixed:
Dream Daemon:
- Appearance references were getting mangled by the new server-side animation code, causing visual glitches and sometimes crashes

Dream Seeker:
- Added filters didn't appear until previous animations were finished, if ever. Additionally filter animation in general was incorrect with the new animation system.


BYOND 514.1563
Dream Daemon:
- Regression: Multiple new issues with animate() with appeared on the server end

Dream Seeker:
- Some animations were broken on the client


BYOND 514.1556
Fixed:
Dream Daemon:
- Regression in 514.1553: In some worlds that used a different client.eye besides the player mob, the mob info message was sent incorrectly and therefore the client got garbage data, which could cause crashes on the client.
- Changing only the dir of a movable atom didn't update it visually on the client

Dream Seeker:
- Accessing .x and .y of a size or pos value (etc.) in embedded wingets didn't properly change the value to a number format, which caused the various formatting types like "as arg" and "as escaped" to produce incorrect results.
- Atom visual bounds were transformed incorrectly (mostly on the client) when transform was applied, resulting in mouse hit problems


BYOND 514.1555
Fixes (More Info):
Dream Daemon:
- A typo existed in the results of world.Profile() for SendMaps in JSON format

Dream Maker:
- Changing src in a proc by assigning a new value could cause some subsequent var accesses from src to happen incorrectly, by the compiler assuming src hadn't changed.

Dream Seeker:
- input() as password didn't work correctly when given a blank password, causing future inputs to fail
- Mouse hit detection was incorrect for overlays of objects within plane masters

Features (More Info):
Dream Daemon:
- Various operations related to the internal SendMaps() function have been optimized based on profiling data

Dream Seeker:
- Client profiling is more accurate, and the improved data has been used to make further optimizations to the pre-render process


BYOND 514.1554
Dream Maker:
- Regression: the ?. operator stopped working correctly with lists, throwing a bogus compiler error


BYOND 514.1553
Fixed:
Dream Maker:
- Using an expression like ++a?.b on a line by itself threw a "statement has no effect" warning incorrectly
- The ?: operator could sometimes get confused and call a global proc with the same name as a datum proc, and so could ?. when given a var with no type

Dream Seeker:
- Unicode characters in URLs were mangled in link()
- Embedded wingets such as [[*]] parsed incorrectly in certain cases when surrounded by quotation marks and when no format was explicitly specified
- Images in maptext could cause crashes in some situations
- Gliding has been improved on the client to keep the mob and eye in better sync. This requires an updated server as well, which will send additional information used for the sync.


BYOND 514.1552
Fixed:
Dream Maker:
- The null-conditional ?. ?: and ?[] operators compiled incorrectly as of build 514.1550 in a way that caused major problems at runtime with some cases, and some really esoteric cases were incorrect or inefficient before that. The operators now have the correct precedence and association to behave as expected


BYOND 514.1551
Fixed:
Dream Daemon:
- Limited-time animations of a client or image could crash the server
- Non-ASCII strings in the compilation could cause a world not to load

Dream Seeker:
- Blur filters didn't expand their drawing box enough and could get cut off


BYOND 514.1550
Fixed:
BYOND Pager:
- Local database creation by the pager was being handled incorrectly

Dream Daemon:
- rgb2num() failed with alternate color spaces in cases where the hue was ambiguous
- The null-conditional operator could cause the proc stack to grow if it caught a null and was used in a right-hand-side expression, e.g. calling a?.b() without assigning the result to a var

Dream Maker:
- sha1() with a constant string compiled incorrectly
- The ?[] operator didn't chain correctly with the [] operator in all cases, resulting in code failing to compile
- Compiling rgb2num() with a non-string constant for the color could cause a crash
- The chaining dot/colon operators and the [] and ?[] operators didn't play together nicely, owing to the chaining operators having a lower precedence. They actually should have the same precedence, and now they do

Dream Seeker:
- Starting a parallel animation stage for images or clients with time=0 could cause the new stage to end prematurely and also break already-running animations. (This fix impacts the server as well.)
- The displacement filter didn't work when the displacement mask was an icon instead of a render source


BYOND 514.1549
Fixed:
Dream Maker:
- rgb2num() could crash the compiler in some cases

Dream Seeker:
- Filters with color matrices did not animate them correctly
- Alpha premultiplication was done incorrectly for some situations like drawing maptext or anything with KEEP_TOGETHER, which especially caused problems for fade effects


BYOND 514.1548
Dream Daemon:
- Movables with fractional step offsets sometimes failed to handle collisions properly
- Calling rgb() with non-constant values for non-RGB color spaces caused a proc stack underflow and often a crash
- The server calculated visual bounds of some objects incorrectly in some cases. Mainly this was when a turf was in visual contents

Dream Maker:
- The ?. operator when used on the left-hand-side and before a list index, e.g. a?.b[c] = d, did not compile correctl

Dream Seeker:
- The client was reading animation messages incorrectly, which resulted in errors that appeared and disappeared in waves as more animations were created
- The threads used for particle effects had a small memory leak
- When particles spawn count and lifespan was so high that there was no more room to spawn new particles, the count of pending particles to spawn would keep rising. Now the pending count resets to under 1 if there is no more room for new particles.
- An object with no icon, even if it had maptext or KEEP_TOGETHER visual contents, was not recognized as having extended visual bounds
- Uppercase U was sometimes mistaken for a whitespace character in maptext wrapping


BYOND 514.1547
Fixed:
Dream Seeker:
- Client ticks were less precise when Dream Seeker was connected to a remote server, unless it was first started as a server itself and then later link()ed to the server
- Mouse operations on grid controls mistakenly copied the grid cell into the "control" argument. This also impacted new mouse macros
- Using plane masters caused non-HUD objects not to clip when outside the normal map area
- Particles with icons appeared behind of the sprite belonging to their parent object, instead of in front
- When no other icons on the screen were animating, deleting a particle set or detaching it from an object was not enough to make the map draw a new frame, resulting in apparently frozen particles until the next update (such as an object moving)
- Creating a new skin control at runtime but giving the winset() call a fully decorated name (e.g. winset(usr,"window.thing","...;parent=window")) caused the control to be created incorrectly by including the window name twice
- Because new particles reused empty slots in the array left behind from dead particles, they could draw out of sequence
- The "unlit sprite" used for SEE_BLACKNESS and SEE_PIXELS didn't load correctly
- Objects that used a render_source from a plane master were positioned incorrectly relative to their parent object
- Objects in visual contents should have inherited the micro-layer of their parent if they used FLOAT_LAYER. (They did correctly inherit if using the VIS_INHERIT_ID or VIS_INHERIT_LAYER flags.)
- Icon particles were drawn at incorrect positions, causing artifacting at their edges


BYOND 514.1546
Dream Daemon & Dreem Seeker:
- Eye gliding was broken in newer movement modes
- A new 514 feature intended to make animation transitions easier to detect was implemented incompletely, resulting in some failed transitions

Dream Seeker:
- Icons could become corrupted after garbage collection due to problems with texture atlas handling
- Alpha masks using an icon instead of a render source failed in most cases
- Browser controls with on-show commands didn't work correctly, causing a problem with non-popup browse() commands applied to the default skin
- The "measurement" phase of the bloom filter was handled incorrectly, resulting in very strangely broken results for some cases
- A display flag indicating an icon had a particle set attached stayed active in any of the atom's overlays or image objects, resulting in more pixels being drawn


BYOND 514.1545
- Change log not available for this version


BYOND 514.1544
Dream Maker:
- NORMAL_RAND was mistakenly still called GAUSS_RAND (an earlier name for it) in the stddef.dm file, in conflict with the documentation
- The particles var could not be assigned a value at compile time
- Generators could not be assigned to particle datums at compile-time
- JUMP_EASING was defined incorrectly in stddef.dm

Dream Seeker:
- Particle effects didn't cause the map to redraw if no other icon animations or changes were in use
- Alpha mask filters were broken


BYOND 514.1543
DM Language:
- The new gradient() proc can blend between colors
- animate() can now interpolate between colors using color spaces other than RGB. (Note that this does not currently apply to color matrices.)
- rgb() now allows you to specify a color space, so it can be used to create colors from HSL, HSV, and HCY numbers. There is also a new rgb2num() proc that will reverse the process, producing a list of numbers
- A new filter type, "bloom", causes halo effects on all pixels above a certain RGB threshold
- A new proc called load_resource() has been added, to make it possible to preload an icon/sound asset and change how long to it stays loaded
- splicetext() and list.Splice() have been added, which do a cut and an insertion at the same time. For instance, splicetext("banana", 3, 6, "laclav") becomes "balaclava". For text in particular this should be a benefit since it avoids multiple changes to the string tree (using the old method of copytext() + string + copytext()) in favor of a single change
- browse_rsc() behavior has been improved so that files can be sent through the regular resource download system, which can 1) check for whether the client already has a file, and 2) batch-send any needed files. The old approach was not scalable and resulted in delays in some games
- time2text() now takes another argument for the time zone. Additionally, client.timezone and world.timezone vars have been added
- and &&= shortcut operators have been added
- BYOND now supports better control over the use of tile or pixel movement with world.movement_mode, and a new appearance flag called TILE_MOVER. This controls the behavior of things like turf.Enter() and can be used to sidestep old legacy behavior, impacts gliding, and objects in TILE_MOVEMENT_MODE or with the TILE_MOVER flag are locked to the tile grid
- A new "assign-into" operator := has been added, which can be overloaded. This allows more flexibility in advanced datum types
- List access now has a ?[] operator. If the list is null, the list access will do nothing and fail without an error
- world.map_cpu has been added to help track CPU usage for map-send operations. This is not a full profiler but it should help some games gauge how server performance is impacted by map complexity and player load
- Client-side particle effects have been added! The particle system allows for a massive amount of flexibility with special effects (which is likely to be expanded in future builds). These effects are purely visual, run on the client, and should not impact server performance

Dream Seeker:
- Embedded winget syntax [[...]] used in client macros and client-side commands such as .winset, has been greatly improved. Now all embedded winget parameters can have the parameter name followed by a format type, for instance [[map.size as json]], to make it easier to include this info in various command formats.
- Client macros can now be bound to mouse actions, and provide data to the attached server verb via a [[...]] syntax similar to embedded wingets


BYOND 513.1542
Dream Daemon:
- Multiple bugs existed when specifying start and end positions in findtext() and replacetext(), especially with regular expressions

Dream Maker:
- Icons were still editable in read-only mode


BYOND 513.1541
Dream Seeker:
- Regression: Maptext wrapping was broken, causing the last line to appear incorrectly
- An atom that was animating a color matrix could sometimes have incorrect interpolation between colors when other parts of its appearance (like dir) changed after the call to animate()


BYOND 513.1539
Dream Maker:
- The ?. and ?: operators were compiled incorrectly when used in left-hand-side expressions, which resulted in weird errors at runtime
- Escaped line breaks in #define macro arguments were handled incorrectly
- #define macros that used strings with embedded expressions were parsed incorrectly when the substitution was made

Dream Seeker:
- Maptext underlines appeared in the wrong position when the map drawing area was bigger than the control itself, e.g. when the letterbox parameter was false


BYOND 513.1538
Dream Maker:
- A fix for the ?. operator caused problems when it was used in certain expressions


BYOND 513.1537
Fixed:
Dream Daemon:
- 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

Dream Maker:
- 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

Dream Seeker:
- 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


BYOND 513.1536
Fixed:
Dream Seeker:
- VIS_UNDERLAY could sometimes propagate further than intended
- Another aspect of the link() fix was apparently incompatible with multiple websites


BYOND 513.1535
Fixes:
Dream Maker:
- Raw strings did not get parsed correctly when included in macro arguments

Dream Seeker:
- The fix for launching links in the default browser had a bug for certain links


BYOND 513.1534
Dream Daemon:
- json_decode() could crash for some inputs

Dream Seeker:
- 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


BYOND 513.1533
Dream Daemon:
- Images in the visual contents of their container could cause a recursion that crashed the server. (FKI)

Dream Seeker:
- 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)


BYOND 513.1532
Dream Maker:
- A bug in an experimental compiler change managed to elude testing


BYOND 513.1530
Fixed:
Dream Seeker:
- Changes to maptext handling caused a regression where certain maptext could crash the client


BYOND 513.1529
Fixed:
Dream Daemon:
- 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


BYOND 513.1528
Fixed:
Dream Daemon:
- 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

Dream Maker:
- 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

Dream Seeker:
- 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

Features:
Dream Seeker:
- New keyboard macros are now recognized for media-capable keyboards: VolumeMute, VolumeUp, VolumeDown, MediaPlayPause, MediaStop, MediaNext, MediaPrev


BYOND 513.1527
Dream Daemon:
- 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

Dream Maker:
- 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

Dream Seeker:
- Improperly formatted DM-CSS could cause a hang in some cases. (Devourer Of Souls)


BYOND 513.1526
Fixes:
- BYONDexe
- Login form CSS was broken

Dream Daemon:
- 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

Dream Maker:
- 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

Dream Seeker:
- 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

Features:
Dream Daemon:
- 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.

Dream Maker:
- Several true/false condition checks used in situations like for, while, etc. have been updated in the compiler to improve performance


BYOND 512.1488
Fixes:
Dream Maker:
- 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

Dream Seeker:
- 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


BYOND 512.1485
Dream Seeker:
- 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)

Dream Daemon:
- The way certain special internal objects (regex, database, icon math) are handled internally has been refactored to improve server stability


BYOND 512.1484
Dream Daemon:
- A further possible source of server instability was fixed


BYOND 512.1479
Dream Daemon:
- 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

Dream Seeker:
- Some kinds of filter animations were broken in a previous build, resulting in wrong values


BYOND 512.1478
Fixes:
Dream Daemon:
- 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

Dream Maker:
- 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

Dream Seeker:
- 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

Features:
Dream Maker:
- The hotspot indicator in the icon editor now correctly contrasts with a transparent background in dark mode


BYOND 512.1477
Dream Seeker:
- Regression: Statpanels got messed up by the grid formatting fix (Laser50)


BYOND 512.1475
Dream Daemon:
- Reading initial() failed for some vars, resulting in major runtime errors

Dream Maker:
S- tep offsets, pixel offsets, and bounds were not always set properly in the map editor


BYOND 512.1474
- Regression: Non-zero map zooms were broken


BYOND 512.1472
Fixes:
Dream Daemon:
- 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)

Dream Maker:
- 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)

Dream Seeker:
- 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)

Features:
Dream Maker:
- 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


BYOND 512.1471
Dream Daemon:
- 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()

Dream Maker:
- 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

Dream Seeker:
- 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()

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