NoMachine

最新版本 GameMaker Studio 2.3.1 Build 536

GameMaker Studio 2.3.1 Build 536

GameMaker Studio 2.3.1 Build 536
NoMachine 是一個免費的遠程桌面應用程序,具有強大的功能的堆棧。隨著 NoMachine 你可以訪問所有的文件和文件夾,無論你在哪裡看 DVD,電視或 YouTube 視頻。您可以從 PC 或 Mac 上查看平滑,高分辨率的視頻和音頻到任何啟用 NoMachine 的設備。該應用程序甚至可以與任何 USB 控制器一起使用,因此您可以遠程玩遊戲。 NoMachine 6 帶來了許多令人興奮的新奇事物,包括我們產品系列的改造。這裡大局; 的一些最重要的增強功能的概述,你可以看到 NoMachine 6.0 適用於 Windows,MacOS 和 Linux.

NoMachine 功能:所有基於 products
Web 企業接入基於

Browser 的訪問是不再獨家雲服務器。終端服務器和雲服務器套件的所有產品都提供了這種高度請求的功能。從無客戶端端點連接的遠程用戶現在可以通過任何支持 HTML 的瀏覽器連接到桌面環境.

新的雲服務器
決定將基於瀏覽器的訪問擴展到我們的其他產品,使我們能夠使用全新的功能集重新定位雲服務器。 Cloud Server 成為所有其他 NoMachine 服務器和外部主機的連接代理,並位於同名產品套件的 NoMachine 產品層次結構的頂部。它整合了 NoMachine 服務器堆棧,提供對 NoMachine 基礎架構中所有其他服務器的集中訪問.

流線型產品系列
Linux 虛擬桌面現在是 Linux 終端服務器系列的獨占產品,其企業終端服務器掌舵,同時替換 Enterprise Server 和 Cloud Server for Linux 版本 5 用於運行虛擬 Linux 桌面會話。企業終端服務器提供了終端服務器節點的負載平衡和故障轉移,因為其前身俱有額外的基於瀏覽器的訪問獎金.

服務器到服務器
從版本 6 開始,獨立工作站和終端服務器產品可以作為雲服務器的服務器。在版本 5 或更低版本中使用這些產品中的任意一個作為其 NoMachine 群集中的節點的客戶可以選擇將其替換為終端服務器節點。 Enterprise Desktop 繼續在 Linux,Windows 和 Mac 上提供遠程桌面訪問,並作為 Cloud Server 的服務器.

在 WebRTC 會話中支持 H.264 編解碼器​​
更多令人振奮的消息,讓用戶通過瀏覽器連接到遠程桌面。基於 Web 的會話可以使用服務器上的 H.264 編碼器進行流式傳輸,前提是連接客戶端上的瀏覽器也支持編解碼器。使用 H.264 編碼的優點是減少了帶寬使用,減少了 CPU 消耗 - 對於功能較弱的計算機以及網絡條件不如預期有利的情況非常有用.

自動重新連接
在辦公室網絡之間漫遊的 NoMachine 用戶的好消息。 NoMachine 在連接丟失時自動嘗試重新連接您。因此,對於在工作之間移動 WIFI 網絡或連接客戶端進入睡眠模式的用戶,NoMachine 無需用戶干預即可處理重新連接.

輕鬆切換桌面的共享可用性
訪問本地桌面和請求連接現在可以輕鬆禁用只要所有者選擇,或直到桌面被關閉,而不必完全停止 NoMachine 服務.

代理服務器的自動檢測
NoMachine 檢測是否在本地網絡上存在代理服務器,通過該代理服務器傳出通信必須通過隧道。這對於那些從家中連接並配置代理服務器來屏蔽他們的 IP 地址,或者從具有登錄要求的網絡進行連接以獲得訪問權時尤其有用.

Raspberry 支持
Raspberry 已正式添加到我們支持的平台列表中。 RPi2 和 RPi3 都可以用作連接客戶端以及袖珍服務器。根據您的設置和需求,您可以從 NoMachine(免費),企業客戶端(免費)和企業桌面中進行選擇.

增強群集服務器和故障恢復機制
通過使用 GUID 識別故障轉移,管理員可以改進群集環境的設置集群並便利將新服務器安裝到 NoMachine 服務器聯合。此外,在故障恢復期間,可以根據服務器上的連接飽和度來恢復主角色和次角色.

可預配置的網絡會話
管理員可以為用戶提供預處理,

ScreenShot

軟體資訊
檔案版本 GameMaker Studio 2.3.1 Build 536

檔案名稱 GameMakerStudio-Installer-2.3.1.536.exe
檔案大小
系統 Windows XP / Vista / Windows 7 / Windows 8 / Windows 10 / Windows XP64 / Vista64 / Windows 7 64 / Windows 8 64 / Windows 10 64
軟體類型 免費軟體
作者 NoMachine Team
官網 http://www.nomachine.com/
更新日期 2020-11-24
更新日誌

What's new in this version:

Project Conversion Fixes:
Lots and lots of project conversion issues have been fixed (and a number of you have recieved fixed copies of your projects already, so they're not listed below), however the vast majority were due to one of the following four reasons:
- The default texture/audio groups disappearing from the old project during the conversion process (the same issue which was affecting our own tutorials)
- Corrupt views referencing resources multiple times (so the project may have had issues in 2.2.5, saying it couldn't find files, etc.)
- DnD Scripts referencing multiple resources in unhandled ways
- Amazon's Game Options not upgrading properly from very old values to current ones
- If your project previously failed to convert in 2.3.0 (and we haven't already sent you a fixed copy), please try it again now. If it still fails, then please file a bug ticket and send us the project .yyz/.zip

Bezier Curves:
- Added a new curve type in the Curve Editor - Beziers allow you to ease in/out of curve points and fine-tune your animations
- Also made a number of improvements to manipulating curves used as position tracks on the Sequence Editor canvas - such as live preview/updating of the canvas area as you modify your curves and the ability to modify your bezier handles on the canvas itself

Dopesheet Curve Editor:
- Further improving curve-editing, you can now edit your embedded curves right in the dopesheet within the Sequence Editor - toggle to the curve editing mode and make your changes to see the canvas update
- Added a "Height of Anim Curve Track in Dopesheet" Preference so you can choose whether you want your curves to be double-height in the Dopesheet

Snappable Dopesheet:
- And finally for curve-editing and the Sequence Editor, you can also now snap the Dopesheet to the top, bottom, left or right edges of the Sequence Editor ...or you can pop it out into its own floating window
- Closing or "resetting" a floating Dopesheet will restore it back to the default (bottom) snap
- Each Sequence has its own snap/floating setting so that you can do things like float the dopesheet for one sequence and see it alongside the dopesheet for another

Sprite Broadcast Messages:
- 2.3.0 added the ability for a sequence track to fire off Broadcast Messages, and now 2.3.1 brings the same functionality to all sprites
- You add the message as a moment on the Sprite Editor timeline and then this fires in-game when that frame is reached

Room Manager Tools:
- The Room Manager window has now been extended so you can more easily move your rooms around when you have lots of them you need to manage - some UI tweaks, new send to top/bottom buttons, plus the ability to add groups
- Note that grouping the rooms has no effect on their order - this is still always performed top-to-bottom

Multiple New Package Formats:
- Windows x64 runner support (toggled via Game Options > Windows)
- ARMv7 packages for Ubuntu (GMS2 works this out dynamically depending on the architecture of the device you are targeting for that build)
- UWP multiple architectures in one package (part of the Create Exe button process)
- Should you have one, you will also find GMS2 itself and macOS games now run fine on your Apple Silicon developer-testing Mac
- If you have issues with your projects running fine in the "regular" versions of any of these but in the "new" versions they are incorrect, then please do file a bug ticket and send us the .yyz/.zip copy of the project (give us a download URL if the project is larger than 20MB)
- Removed The English Manual From The Installer
- As more of you are using GMS2's localisation capabilities and choosing to work in your native languages, we have now removed the English manual from the GMS2 install to save a reasonable amount of download size and install space requirement
- The first time you access the manual inside GMS2 you will be asked if you want to download a local copy and work offline or if you're happy continuing with the online manual
- If you want to download the manual later on, or want to change your manual language, then you can do this via Preferences > General Settings > Help
- Be aware also that as well as manual.yoyogames.com (English), there is now also manual-de (Deutsch), manual-fr (Française) and manual-es (Español)

Misc Other Changes:
- Changed the default sorting method used when importing a project to be Custom, so the Asset Browser order matches how the project looked before
- Changed the code-folding on { to be on the function line always, so that you don't get a dangling { as in 2.3.0 - also added a Preference to disable code-folding on { for those who only want to fold via regions
- Added a new Preference for whether you want changing the filtering of the asset browser to immediately re-expanded the groups or not (that the asset browser always expanded all groups each time you created an asset while the filter is active has been fixed)
- Have had to slightly change the Mac IDE keys for managing Bookmarks, as the old ones clashed with macOS hotkeys and so caused issues - setting a bookmark is now CMD+CTRL+[0-9] and jumping back to it later is CMD+[0-9]
- Within the Sequence Editor, you can now create Moment functions using the name you set in the text box, rather than having to create and then rename
- Added a Preference to edit the boiler plate comment shown at the top of a new Script Resource (or to turn it off if you want)
- Added a timeout to debugger connections - so now GMS2 will abort the build and show a "Are you perhaps firewalled?" if the debugger takes too long, rather than waiting indefinitely
- File > My Account will now use your default browser, rather than opening a browser workspace tab inside GMS2
- Lots of missing translations for 2.3.0 features have now been added, along with the translations for the new stuff in 2.3.1
- Added the $ symbol as a new accessor for structs (Which does mean if you have existing code for assigning HEX values to a variable then make sure you haven't wrapped this hex value in []s, as this would cause a compile error now)
- Removed some redundant arguments from buffer_get_surface(), so you will need to refactor any code using this function

Fixed:
- AnimCurve Editor: "Delete Curve" tooltip does not support localisation
- Asset Browser: Zoom resets to 100% on relaunch
- Asset Browser: Keyboard navigation no longer functions after renaming an asset
- Asset Browser: Duplicate groups appear on reloading project if group was moved and has an "asset type" name (e.g., the group is called "Sprites")
- Asset Browser: test_410... project has linked duplicate folders
- Asset Browser: Modifying a filtered tree always re-expands all groups [note the Misc Change above that there is a Preference added for part of this]
- Asset Browser: Colour-coded groups will swap colours with other groups with the same name
- Asset Browser: Room Manager's Room Order tab does not show any rooms for the 2.3.0 project attached
- Asset Browser: Group is duplicated on project load if its name contains a backslash
- Bookmarks: [Mac IDE] Adding a bookmark to a script window also types the number into the script
- Bookmarks: GMS2 hangs when going to a bookmark after changing projects
- Broadcast Messages: Right-clicking the text box for message entry closes window
- Building Projects: Compile Error building for UWP YYC
- Building Projects: UWP YYC fails to build if using the remote worker
- Building Projects: [Mac IDE] Big projects can fail with macOS system error "Too many open files" using current 5.10 version of Mono
- Building Projects: [HTML5] Having a group named "HTML5" causes builds to fail
- Building Projects: HTML5 and iOS are leaving the "datafiles" subfolder in the export package
- Building Projects: [Android] Cannot build projects containing the Google Play Services asset
- Building Projects: [Android] android:allowBackup flag is set in the wrong location in AndroidManifest.xml
- Building Projects: Calling break; inside a try block will give two compiler errors
- Building Projects: XCode 12 doesn't work with 2.3.0 during iOS and tvOS builds
- Building Projects: [Mac YYC] The project attached fails to compile due to a complex ternary operator line
- Building Projects: [Windows YYC] bug2.3.zip project attached does not compile, gives no error
- Building Projects: [macOS YYC] Cannot find provisioning profiles error when using Runtime v23.1.1.181 [actually now requests Xcode to download them automatically if missing]
- Building Projects: Empty return statements require a semi-colon, otherwise you get a compile error
- Building Projects: [Windows IDE] Ubuntu builds write the GameAssetsLinuz.zip with the wrong filename
- Building Projects: [YYC] Referencing a global function inside another constructor/function fails the build
- Building Projects: Attached project will not build "Index was out of range. Must be non-negative and less than the size of the collection."
- Building Projects: [HTML5] Passing a function via an object variable definition causes a compile error
- Building Projects: "unexpected symbol" errors shown for instances which have list variables that are undefined
- Code Editor: MMB on an object variable name no longer opens its Variable Definitions location
- Code Editor: Local variables are not correctly coloured when they have the same name as a function
- Code Editor: Tabbing a block of text selected via keyboard can miss indenting the last line (differs from Shift+Tab)
- Code Editor: Copying a block inside folded brackets only copies the unfolded first line
- Code Editor: Autocomplete needs to flag "argument_relative" as obsolete
- Code Editor: Folded regions are not preserved on reloading the project
- Code Editor: Jumps between collapsed region locations when using scrollbar
- Code Editor: Macros using global. cause syntax errors when using that macro in regions elsewhere
- Code Editor: "global." is no longer added to code when using autocomplete
- Code Editor: variable_struct_remove() is missing from autocomplete
- Code Editor: os_is_network_connected() always shows syntax warning for wrong number of arguments
- Code Editor: c_grey/c_ltgrey/c_dkgrey are not keywords (only their US English versions work)
- Configs: Changing config while config-able windows are open does not refresh these window's values
- Configs: Splash screens and icons don't allow per-config setting
- Configs: Deleting a config does not remove data from resources with config changes
- Configs: Nested configs do not always apply the inherited settings correctly at runtime (instead uses Default's)
- Debugger: Watch tab fails to evaluate function arguments
- Debugger: Does not show global structs in the variables list
- Debugger: Tooltip unable to evaluate "self", anything "self.", and "other"
- Debugger: Instances of structs are not being re-evaluated correctly after changes made
- Debugger: [Mac IDE] Does not show values of any Watches
- Debugger: [Mac IDE] "Unable to compile watch VMsession not ready" messages on running
- Device Manger: Android > "Run AVD" button is unresponsive, should be removed
- DND Editor: Resizing an action and then adding argument causes action to stop rendering properly
- DnD Editor: Get Instance Variable action does not have "in_sequence"
- DND Editor: Adding multiple strings to Show Debug Message node causes a compiler error because n is required
- DnD Editor: Renaming a script file will erase the contents of the script
- Docs Integration: Untranslated tab heading when opening the Manual in a localised language
- Extension Editor: Does not create source folder structure, causes Add Source buttons to silently fail
- Filewatcher: Dialog appears when editing an Android extension .java file
- Filewatcher: Adding a file to an extension triggers the Project Modified popup
- Filewatcher: Dialog appears when adding any file into the root folder of the project
- Game Options: [German] Android/Amazon's "Orientation" settings are reversed compared to other languages
- Game Options: Adding text ending with " into a config's Android inject textfield will stop Game Options > Android opening again
- Inspector: Undoing changes to the rotation of a Sequence asset does so in steps, not all at once
- Inspector: Clipping Mask's "Mask" and "Subject" are not translated
- Inspector: Added a new "Loop Mode" shown when inspecting audio tracks in the Sequence Editor so you can control audio in-game better
- Install: Unused NanumGothic font included in GMS2 installation, should remove
- Localisation: Multiple unlocalised hardcoded strings in various parts of the IDE
- Localisation: New 2.3.0 DND feature strings are unlocalised
- Localisation: [French, Spanish] Multiple strings for 2.3.0 Preferences are not displayed correctly
- Localisation: [French] Text overlaps in Preferences > Android's keystore labels
- Localisation: Unlocalised strings in the Sequence Editor
- Localisation: Multiple strings in Preferences do not support localisation
- Localisation [All] : Default content for Object's Events and Scripts is unlocalised in all supported languages [note: if you change the IDE language this Preference is not immediately changed also, you have to Reset Defaults in order to get the new language]
- Manual Content: window_...() pages fail to load via F1 due to unwanted uppercase i in "The Game Window" URL
- Marketplace Integration: Assets containing extensions using proxy files won't import those proxy files
- Marketplace Integration: "zeus://purchase?" error on adding free assets to account if Marketplace opened via GMS
- Object Editor: Changing any event to a Collision Event will delete the code in that event
- Object Editor: "Only referenced once" warning should not show if the variable is mentioned in the Variable Definitions window as an Expression
- Object Editor: GMS2 unstable when renaming a variable definition if that object is already an asset variable definition in a different object
- Preferences: "String not found" showing in Code Editor's Struct Members label
- Preferences: Possible to untick auto-logout even when using settings override file for Education users
- Preferences: Resetting the content for Object's Events and Scripts using the Reset Defaults button would reset it to empty
- Project Import: MMH2 project causes the IDE to go unstable
- Project Import: Bus... fails to convert in 2.3.0 and 2.3.1 Beta 1
- Project Import: Converting the project attached when a sequence editor is open breaks the layout
- Project Import: Asset Browser sort should default to Custom when converting 2.2.5 projects
- Project Import: Converting the attached 1.4 project removes a bracket and so creates a compile error
- Project Import: Projects fail to convert from 2.2.5 to 2.3 due to "An item with the same key has already been added"
- Project Import: Spine sprites from 2.2.5 projects set collision mask to 0,0,0,0
- Project Import: Inheritance of instance creation code is not preserved after conversion from 2.2.5
- Project Import: TestForYoYo shows multiple "Blank IdReference found - could be that the project is corrupt" yet still loads and builds
- Project Import: 789AN project gets stuck during convert from 2.2.5
- Project Import: GMS2 unstable when importing project with Spine assets
- Project Import: GMS2 stuck Importing if you Add Existing from a project with a damaged .yyp, needs to gracefully fail
- Project Import: Attached project does not open in 2.3.1 Beta, error in YoYoStudio.Resources.ResourceBase.PostDeserialise
- Project Import: St...51020 project fails to convert
- Project Import: GMS2 crashes in System.Threading.Tasks.Task.ThrowIfExceptional loading attached projects
- Project Load: The active config is reset to Default each time when reloading projects
- Project Load: GMS2 crashes when opening project Wan... - "Error setting value to 'inheritLayers' on 'YoYoStudio.Resources.GMRoom'."
- Project Load: Rich... gets stuck at about 80% loaded
- Project Load: GMS2 crashes with "Object reference not set to an instance of an object" loading attached project
- Project Load: Failing to convert a 2.2.5 project results in GMS2 not loading further projects correctly until IDE restarted
- Project Load: Mischief... fails to load in 2.3.0 and 2.3.1 Beta 1
- Project Load: Pong... does not show anything in the asset browser and GMS2 becomes unstable shortly after
- Project Save: GMS2 unstable when adding "texturegroup-able items" in the tutorial project attached
- Project Save: Cannot create sprites/fonts/tilesets in tutorial projects, GMS2 can also go unstable
- Project Save: Included Files in subfolders are listed repeatedly in the project file
- Project Save: Game Options writes absolute paths for .nmeta files [further fix]
- Project Save: GMS2 unstable when adding a new audio or texture group in Spirit...
- Room Editor: Text listing layer properties can become scrambled after adding asset
- Room Editor: Cannot delete a selection of tiles using only the Backspace key
- Room Editor: Painting an asset that has an origin set to the bottom will add 2 at a time
- Room Editor: Wrong sprite frame is shown after importing a project with sprites set to 0 FPS in the room
- Room Editor: Child room instances' Inherit button becomes unusable after reloading the project
- Room Editor: Instance creation code is not inherited when creating child rooms
- Room Editor: "Convert Image to Tilemap" tool is broken in 2.3.0
- Room Editor: Resetting an instance variable override doesn't immediately mark the project as changed
- Room Editor: Painting tiles does not mark the project as changed, so the new tiles don't appear in-game unless other changes made
- Room Editor: Animation Speed in the background layer is not taken into consideration
- Room Editor: Renaming an instance will cause its creation code to be wiped
- Sequence Editor: Canvas RMB context menu for objects "Open Editor..." does not work
- Sequence Editor: Cannot set Image Speed track to be a decimal value
- Sequence Editor: Unable to select multiple resources via the track panel
- Sequence Editor: Need to add the missing keyboard shortcuts for the canvas
- Sequence Editor: Previously zoomed-in editors reopened when reloading a project thereafter zoom "reversed"
- Sequence Editor: Record key actions in the drop-down menu are unresponsive
- Sequence Editor: "At frame" field in the Moment Editor does not move the moment if you edit the value
- Sequence Editor: Any interaction/change to a track should pause previewing the sequence
- Sequence Editor: It is not possible to copy an Animation Curve from one track to another
- Sequence Editor: French and German text is cut off in the Canvas Gizmo menu
- Sequence Editor: Some event name labels are cut off in the Events Window for all supported languages except English
- Sequence Editor: GMS2 crashes when deleting a clipping mask which is in a group
- Sequence Editor: GMS2 unstable when adding clipping masks to group and then Ctrl+Z
- Sequence Editor: French text is still cut off in the Canvas Gizmo menu
- Sequence Editor: 'Export embedded anim curve' doesn't expose the new curve in the Asset Browser
- Sequence Editor: Alt+Click to select a track in Dope Sheet only select its keys when track expanded
- Sequence Editor: It is possible to change an external anim curve that has been associated to a parameter and make it invalid
- Sequence Editor: During playback audio tracks will play more frequently than expected
- Sprite Editor: Dropping an image in the frame view of a sprite does not append the sprite as a new frame but replaces all frames
- Sprite Editor: Automatic collision mask does not update when image is resized from the image editor
- Texture Groups: Texture preview pages are not being generated in the projects attached
- Texture Groups: Sprites are not immediately removed from texture groups when deleted in Asset Browser
- Texture Groups: Texture Group parents are not maintained when in Default configuration
- Tutorial UI/UX: GMS2 unstable when reloading the tutorial window in the project attached
- Tutorial UI/UX: Exporting and reimporting a tutorial breaks the tutorial window
- UI/UX: Cannot use right-click menu to rename workspace tabs
- UI/UX: File > My Account still spawns an IDE browser workspace, should use external browser
- UI/UX: [Spanish] Collision Mask option boxes do not fit in the Sprite Editor
- Workspaces: Dropping external asset .yy files onto the IDE does not immediately open the newly-imported asset for editing

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