GameMaker Studio 2

Version 2.1.0.212 2017-08-29


Welcome the brand new version of GameMaker Studio 2 - v2.1! This version is a major release of GMS2 and includes the first full version of the Mac IDE, along with several new components.

Release notes

First, this version sees a major milestone for GameMaker Studio: a fully dedicated Mac version. This has long been a desire of both YoYo Games and the community, and we are excited to welcome this version into the GameMaker family. The great news for both Windows and Mac users is that it is all part of the same license - buy any module and it will work on Windows and Mac with that one purchase. So if you're a Mac user who has been "stuck on Windows" or using a VM there's no better time to swap to the Mac native IDE!

Hotfix 2 Changes

  • Fixed crashes seen when using the debugger in the Mac IDE on lower-spec Macs - please report if you see this, including your Mac's specs
  • Fixed an issue with importing large sprites
  • Fixed an issue with incorrect newer mono files/folders being used by the Mac IDE
  • Added a few missing manual fixes, including more debugger info

Hotfix 1 Changes

  • Fixed the memory leak when using nested #regions in the code editor in 2.1.0.204
  • Fixed an issue seen internally where building for Android can now get the runtime stuck, preventing further runs
  • Fixed an issue seen internally where stopping a build just as the game was about to start could cause IDE "unstable" error


General IDE Changes

  • Added a fix for Marketplace demo/tutorial downloads not working in 2.0.7 if you browsed the Marketplace rather than using the Demos/Tutorials part of the start page
  • Redesigned the login dialogue to enable those who need to specify authentication details for their web proxy connection
  • Redesigned the target manager dialogue to flip the column order for worker and platform, so this should make it clearer when a worker is required and which platforms you have access to as part of your licence
  • Updated the Micro Web server to allow for simpler bandwidth throttling, and show loading of assets using a progress bar
  • Added into Game Options > Main a checkbox for if you want to change scripts/events to be DnD TM or not from that point, so now you can very easily toggle existing projects

Integrated Debugger

  • We've now not only fully integrated the debugger, but also added several improvements to it, giving a simpler, more user-friendly layout
  • We added a very handy FPS graph and message timeline window - use debug_event() and show_debug_message() to send messages to this window
  • You can also now hover over variables in scripts within the debugger workspace to preview their values
  • You'll find a new tutorial all about the new debugger on the Tutorials page of the Start Page now
  • Please note there is a known issue listed below for some users of the Mac IDE

Resource Tree Enhancements

  • The resource tree has had a make-over, with guidelines and resource type icons now on by default
  • Preferences have been added to allow you to turn these off again, as well as giving a huge range of customisation options
  • So now you can make the resource tree look how you want - even if that happens to be rainbow Comic Sans!

"Recent Windows" Window

  • Found by default under the resource tree, this window helps you quickly navigate throughout the sections of your project you are working on at that time
  • Preferences have been added to configure the behaviour of the list, so try these and see what works best for you
  • Please note it will only appear automatically in newer project layouts, but you can open it via the Windows menu in older ones

Code-Folding Support

  • Lastly, we've also added code-folding to the code editor using the new #region and #endregion tags
  • Helps enormously when dealing with larger scripts, but can also be used to "recreate" the 1.4 look of multiple code actions in one event

Known Issues

  • Welcome Page is disabled during start-up - it can still be accessed via the Help menu, so new users can still get to these videos and links
  • Some lower-specced Macs have issues with the game starting/closing during debugger sessions, which causes the IDE to crash
  • "Save As" and "Export" are not handling all supplementary options files (typically console-specific files and icons)
  • Some online connectivity issues - IDE occasionally thinking it's offline
  • Runtime download/activation has been seen to crash the IDE occasionally during subsequent startup
  • Closing and reopening the Marketplace tab can cause issues downloading some assets thereafter, need to restart GMS2 to fix
  • Dead instances of Window's RuntimeBroker application can block attempts to use the manual in the IDE - just get a white page
  • Still looking into reports of offline not working for the full 30 days - usually a lot sooner than this if you get this issue
  • UWP building errors over missing makepri.exe if you only have Windows SDK v10.0.15063.0 and not the older versions also
  • Added better exception handling and logging, so if you get a crash please send us your %programdata%\GameMakerStudio2\ui.log file

Version 2.1.0.207 2017-08-25


Welcome the brand new version of GameMaker Studio 2 - v2.1! This version is a major release of GMS2 and includes the first full version of the Mac IDE, along with several new components.

Release notes

First, this version sees a major milestone for GameMaker Studio: a fully dedicated Mac version. This has long been a desire of both YoYo Games and the community, and we are excited to welcome this version into the GameMaker family. The great news for both Windows and Mac users is that it is all part of the same license - buy any module and it will work on Windows and Mac with that one purchase. So if you're a Mac user who has been "stuck on Windows" or using a VM there's no better time to swap to the Mac native IDE!

Hotfix Changes

  • Fixed the memory leak when using nested #regions in the code editor in 2.1.0.204
  • Fixed an issue seen internally where building for Android can now get the runtime stuck, preventing further runs
  • Fixed an issue seen internally where stopping a build just as the game was about to start could cause IDE "unstable" error


General IDE Changes

  • Added a fix for Marketplace demo/tutorial downloads not working in 2.0.7 if you browsed the Marketplace rather than using the Demos/Tutorials part of the start page
  • Redesigned the login dialogue to enable those who need to specify authentication details for their web proxy connection
  • Redesigned the target manager dialogue to flip the column order for worker and platform, so this should make it clearer when a worker is required and which platforms you have access to as part of your licence
  • Updated the Micro Web server to allow for simpler bandwidth throttling, and show loading of assets using a progress bar
  • Added into Game Options > Main a checkbox for if you want to change scripts/events to be DnD TM or not from that point, so now you can very easily toggle existing projects

Integrated Debugger

  • We've now not only fully integrated the debugger, but also added several improvements to it, giving a simpler, more user-friendly layout
  • We added a very handy FPS graph and message timeline window - use debug_event() and show_debug_message() to send messages to this window
  • You can also now hover over variables in scripts within the debugger workspace to preview their values
  • You'll find a new tutorial all about the new debugger on the Tutorials page of the Start Page now
  • Please note there is a known issue listed below for some users of the Mac IDE

Resource Tree Enhancements

  • The resource tree has had a make-over, with guidelines and resource type icons now on by default
  • Preferences have been added to allow you to turn these off again, as well as giving a huge range of customisation options
  • So now you can make the resource tree look how you want - even if that happens to be rainbow Comic Sans!

"Recent Windows" Window

  • Found by default under the resource tree, this window helps you quickly navigate throughout the sections of your project you are working on at that time
  • Preferences have been added to configure the behaviour of the list, so try these and see what works best for you
  • Please note it will only appear automatically in newer project layouts, but you can open it via the Windows menu in older ones

Code-Folding Support

  • Lastly, we've also added code-folding to the code editor using the new #region and #endregion tags
  • Helps enormously when dealing with larger scripts, but can also be used to "recreate" the 1.4 look of multiple code actions in one event

Known Issues

  • Welcome Page is disabled during start-up - it can still be accessed via the Help menu, so new users can still get to these videos and links
  • Some lower-specced Macs have issues with the game starting/closing during debugger sessions, which causes the IDE to crash
  • "Save As" and "Export" are not handling all supplementary options files (typically console-specific files and icons)
  • Some online connectivity issues - IDE occasionally thinking it's offline
  • Runtime download/activation has been seen to crash the IDE occasionally during subsequent startup
  • Closing and reopening the Marketplace tab can cause issues downloading some assets thereafter, need to restart GMS2 to fix
  • Dead instances of Window's RuntimeBroker application can block attempts to use the manual in the IDE - just get a white page
  • Still looking into reports of offline not working for the full 30 days - usually a lot sooner than this if you get this issue
  • UWP building errors over missing makepri.exe if you only have Windows SDK v10.0.15063.0 and not the older versions also
  • Added better exception handling and logging, so if you get a crash please send us your %programdata%\GameMakerStudio2\ui.log file

Version 2.1.0.204 2017-08-23


Welcome the brand new version of GameMaker Studio 2 - v2.1! This version is a major release of GMS2 and includes the first full version of the Mac IDE, along with several new components.

Release notes

First, this version sees a major milestone for GameMaker Studio: a fully dedicated Mac version. This has long been a desire of both YoYo Games and the community, and we are excited to welcome this version into the GameMaker family. The great news for both Windows and Mac users is that it is all part of the same license - buy any module and it will work on Windows and Mac with that one purchase. So if you're a Mac user who has been "stuck on Windows" or using a VM there's no better time to swap to the Mac native IDE!

General IDE Changes

  • Added a fix for Marketplace demo/tutorial downloads not working in 2.0.7 if you browsed the Marketplace rather than using the Demos/Tutorials part of the start page
  • Redesigned the login dialogue to enable those who need to specify authentication details for their web proxy connection
  • Redesigned the target manager dialogue to flip the column order for worker and platform, so this should make it clearer when a worker is required and which platforms you have access to as part of your licence
  • Updated the Micro Web server to allow for simpler bandwidth throttling, and show loading of assets using a progress bar
  • Added into Game Options > Main a checkbox for if you want to change scripts/events to be DnD TM or not from that point, so now you can very easily toggle existing projects

Integrated Debugger

  • We've now not only fully integrated the debugger, but also added several improvements to it, giving a simpler, more user-friendly layout
  • We added a very handy FPS graph and message timeline window - use debug_event() and show_debug_message() to send messages to this window
  • You can also now hover over variables in scripts within the debugger workspace to preview their values
  • You'll find a new tutorial all about the new debugger on the Tutorials page of the Start Page now
  • Please note there is a known issue listed below for some users of the Mac IDE

Resource Tree Enhancements

  • The resource tree has had a make-over, with guidelines and resource type icons now on by default
  • Preferences have been added to allow you to turn these off again, as well as giving a huge range of customisation options
  • So now you can make the resource tree look how you want - even if that happens to be rainbow Comic Sans!

"Recent Windows" Window

  • Found by default under the resource tree, this window helps you quickly navigate throughout the sections of your project you are working on at that time
  • Preferences have been added to configure the behaviour of the list, so try these and see what works best for you
  • Please note it will only appear automatically in newer project layouts, but you can open it via the Windows menu in older ones

Code-Folding Support

  • Lastly, we've also added code-folding to the code editor using the new #region and #endregion tags
  • Helps enormously when dealing with larger scripts, but can also be used to "recreate" the 1.4 look of multiple code actions in one event

Known Issues

  • Welcome Page is disabled during start-up - it can still be accessed via the Help menu, so new users can still get to these videos and links
  • Some lower-specced Macs have issues with the game starting/closing during debugger sessions, which causes the IDE to crash
  • "Save As" and "Export" are not handling all supplementary options files (typically console-specific files and icons)
  • Some online connectivity issues - IDE occasionally thinking it's offline
  • Runtime download/activation has been seen to crash the IDE occasionally during subsequent startup
  • Closing and reopening the Marketplace tab can cause issues downloading some assets thereafter, need to restart GMS2 to fix
  • Dead instances of Window's RuntimeBroker application can block attempts to use the manual in the IDE - just get a white page
  • Still looking into reports of offline not working for the full 30 days - usually a lot sooner than this if you get this issue
  • UWP building errors over missing makepri.exe if you only have Windows SDK v10.0.15063.0 and not the older versions also
  • Added better exception handling and logging, so if you get a crash please send us your %programdata%\GameMakerStudio2\ui.log file

Version 2.0.7.171 2017-06-21


Several new IDE features: the start page has been rewritten to fix general performance and white screen issues; the start of the remote worker system; image editor Blur and Reverse Frames tools; and a new proxy server interface to provide authentication details. Another stack of in-game bug fixes, and we have now implemented lots of functions which previously did not exist in HTML5.

Release notes

  • IDE startup sequence should be more robust and getting stuck on a white screen at startup is fixed.
  • Removed the Steam online check added into 2.0.6, following feedback from users that this caused more issues than it solved.
  • Added a fix for getting the runtime the IDE expects each time you start the IDE.
  • The Start Page has been rewritten and is much faster and smoother.
  • New image editor Blur effect added.
  • New image editor Reverse Frames command added.
  • New build timer system has been added to the notification panel during builds.
  • Newly-imported 1.4 projects will now have their NSIS script file replaced. NSIS build fixes make the old ones incompatible.
  • Support has been added for those who need to specify authentication details for their web proxy connection.

  • Remote Worker System

  • Our new Remote Worker tool has been added for Mac IDE users to be able to use a PC to build the Windows-based targets.
  • Because of this, a new first column has been added into Target Manager for controlling the device a build takes place on.

  • Runner Changes

    • Lots of HTML5 bug fixes.
    • buffer_load_async() now works in HTML5, and will now load pure binary data.
    • buffer_md5() on HTML5 now returns exactly the same as the native versions, not an HTML5-specific value.

    • Known Issues

    • There are currently intermittent issues opening Explorer file dialogs, which will cause the IDE to hang. This appears to stem from a Windows security update, as other applications report the same issue.
    • If you are experiencing this, then please make sure to update Windows to the latest set of patches - while this currently hasn't fixed the issue, it has lessened the likelihood of seeing this.
    • If you experience the above failure, you will need to kill the IDE using the task manager, as the broken file dialog will have stolen all input and so the IDE cannot be closed using normal methods.
    • There are still some intermittent online connectivity issues - IDE occasionally thinking it's offline.
    • Runtime download/activation has been seen to crash the IDE occasionally during subsequent startup.

    Version 2.0.6.146 2017-05-16


    This is mainly a bug-fix release, with lots and lots of issues resolved across the entire product. However, we have also added Pinch and Rotate gesture events and the first few image editor tools: Trim, Reverse Frames, and Colour Remove.

    The Mac IDE also now has an automated Mono download and install stage if Mono is not detected on your Mac. This is also the first parity version between Windows and Closed Beta Mac, so IDE feature-wise (not the targets) they should now be on par - if not, we'd like to know.

    Please note there is a licensing fix in this version, and accordingly this release had to be made mandatory.

    Release notes

    2.0.6 Hotfix
    • An issue with checking online/offline during licensing attempts has been fixed
    • Missing manual documentation for mipmaps has been added
    • Shaders not working when running games on Android devices has been fixed
    • Backgrounds now ignore the sprite origin in-game, so work as per the room editor
    • Checks added to disallow projects being saved in areas that could lose work

    2.0.6.136

    • Lots of bug fixes, including:
    • Several Android keystore-generation issues
    • Room editor allows Backspace now, as well as Delete, to remove instances
    • Renaming of compatibility scripts should now work
    • Search and Replace removing extra text should now be fixed
    • Numlock being off on the keypad now allow positioning of instances, etc., in the room editor
    • Mac IDE: ALT key should now work (for keys like # that need ALT+3, etc.)
    • Mac IDE: Included files should not cause errors when building projects
    • Many, many HTML5 in-game fixes
    • A few changes to improve usability:
    • Resource Tree has been reworked to remove the spaces between items, helps avoid misclicks (tree is therefore also smaller)
    • Default resource names now no longer have the underscore (i.e. room_0 is now just room0)
    • Search and replace inside the current script has been added
    • And some (optional) changes to the Required SDKs:
    • Visual Studio 2017 can now be used for building Windows YYC, but you must now point 2015 and 2017 to their vcvars32.bat file, not just the install folder
    • Xcode 8.3+ can now be used for building Mac + iOS

    Known Issues

    • We have seen the occasional crash on run, and are investigating.
    • We currently have some issues with networking startup which can result a white screen on startup for up to 45 seconds or so. This will be addressed in the next release.
    • The format for project files on disk is to be further reworked in a future release to better support git merges
    • Mac IDE: Spine and SWF importing works, but can be a lot slower than Windows
    • Mac IDE: Unable to pick images for upload to a new Marketplace asset listing, as this crashes the IDE
    • Mac IDE: Preference to delete old runtimes when installing a new one stops the IDE responding for a long time before it finishes
    • Confirmed the LavaSoft incompatability - see this FAQ for further info and fixes
    • See the report a bug page for more known issues

    Version 2.0.6.136 2017-05-09


    This is mainly a bug-fix release, with lots and lots of issues resolved across the entire product. However, we have also added Pinch and Rotate gesture events and the first few image editor tools: Trim, Reverse Frames, and Colour Remove.

    The Mac IDE also now has an automated Mono download and install stage if Mono is not detected on your Mac. This is also the first parity version between Windows and Closed Beta Mac, so IDE feature-wise (not the targets) they should now be on par - if not, we'd like to know.

    Please note there is a licensing fix in this version, and accordingly this release had to be made mandatory.

    Release notes

  • Lots of bug fixes, including:
  • Several Android keystore-generation issues
  • Room editor allows Backspace now, as well as Delete, to remove instances
  • Renaming of compatibility scripts should now work
  • Search and Replace removing extra text should now be fixed
  • Numlock being off on the keypad now allow positioning of instances, etc., in the room editor
  • Mac IDE: ALT key should now work (for keys like # that need ALT+3, etc.)
  • Mac IDE: Included files should not cause errors when building projects
  • Many, many HTML5 in-game fixes
    • A few changes to improve usability:
    • Resource Tree has been reworked to remove the spaces between items, helps avoid misclicks (tree is therefore also smaller)
    • Default resource names now no longer have the underscore (i.e. room_0 is now just room0)
    • Search and replace inside the current script has been added
    • And some (optional) changes to the Required SDKs:
    • Visual Studio 2017 can now be used for building Windows YYC, but you must now point to its VS_VARS.BAT file, not just the install folder
    • Xcode 8.3/8.3.1 can now be used for building Mac + iOS

    Known Issues

    • We have seen the occasional crash on run, and are investigating.
    • We currently have some issues with networking startup which can result a white screen on startup for up to 45 seconds or so. This will be addressed in the next release.
    • The format for project files on disk is to be further reworked in a future release to better support git merges
    • Mac IDE: Spine and SWF importing works, but can be a lot slower than Windows
    • Mac IDE: Unable to pick images for upload to a new Marketplace asset listing, as this crashes the IDE
    • Mac IDE: Preference to delete old runtimes when installing a new one stops the IDE responding for a long time before it finishes
    • Confirmed the LavaSoft incompatability - see this FAQ for further info and fixes
    • See the report a bug page for more known issues

    Version 2.0.5.77 2017-03-10


    This is mainly an IDE and exports stability release, fixing a number of the issues we've had reported.

    However, we have also added new Gesture events to allow simple detection of taps, double-taps, drags and flicks, which vastly simplifies interaction on touch-screen devices. On desktop devices, the mouse will also act as the first finger, allowing you to test single-touch events.

    There is also a new layer compositing system in the Image Editor, which allows for more accurate compositing and better layer effects in the future.

    Release notes

    Updated
  • Fixed issues where the IDE always says it's offline for some users (typically users in China)

  • Updated (2.0.5.76)

  • Misc small Steam-IDE specific changes
  • Fixed a source of runtime updates crashing during download/install

  • Updated (2.0.5.74)

  • Fixed root issue of several cases where IDE actions could lock mouse input
  • Fixed a My Library crash when changing filters rapidly
  • Fixed a crash if you set an object as its own parent
  • Fixed autocomplete not showing properly if you were on the last line of the code editor
  • Fixed several runtime issues (see runtime release notes), including in-game draw order for room editor instances on the same layer

  • Original (2.0.5.72)

  • Lots of fixes throughout, especially in the new modules
  • A new gesture event system has been added - Tap, Drag, Flick
  • Colour picker sliders should now work properly, regardless of language settings
  • When copying frames in the image editor, layer-hiding should now work properly
  • The Preference for overriding DPI now has a percentage slider for ease of setting and increased clarity
  • Code windows should now open and fit inside the available space
  • Maximised code window tabs can now be dragged back onto their object to re-dock them
  • Maximised code windows have a new context menu item for "Go to Object"
  • We now validate that the user is not picking a project folder inside the GMS2 folder space as these are deleted on update
  • HTML5 can now build to a folder ("Loose Files") as well as a zip
  • To avoid confusion, the Test target is removed if you have purchased Desktop and therefore have Windows also
  • Deleting an object that is used in a collision event now propts that it will delete all redundent events
  • UWP packaging has been fixed to provide an .appxupload as the file written out

  • Known Issues

  • Lavasoft software products stop some users from updating their runtimes, get crash during runtime download phase of IDE startup
  • Dragging a gmz onto the IDE when another project has unsaved changes and saying no to saving, can cause import issues
  • You can find more info about known issues at https://account.yoyogames.com/report-bug
  • Version 2.0.5.76 2017-03-07


    This is mainly an IDE and exports stability release, fixing a number of the issues we've had reported.

    However, we have also added new Gesture events to allow simple detection of taps, double-taps, drags and flicks, which vastly simplifies interaction on touch-screen devices. On desktop devices, the mouse will also act as the first finger, allowing you to test single-touch events.

    There is also a new layer compositing system in the Image Editor, which allows for more accurate compositing and better layer effects in the future.

    Release notes

    Updated
  • Fixed root issue of several cases where IDE actions could lock mouse input
  • Fixed a My Library crash when changing filters rapidly
  • Fixed a crash if you set an object as its own parent
  • Fixed autocomplete not showing properly if you were on the last line of the code editor
  • Fixed several runtime issues (see runtime release notes), including in-game draw order for room editor instances on the same layer

  • Original (2.0.5.72)

  • Lots of fixes throughout, especially in the new modules
  • A new gesture event system has been added - Tap, Drag, Flick
  • Colour picker sliders should now work properly, regardless of language settings
  • When copying frames in the image editor, layer-hiding should now work properly
  • The Preference for overriding DPI now has a percentage slider for ease of setting and increased clarity
  • Code windows should now open and fit inside the available space
  • Maximised code window tabs can now be dragged back onto their object to re-dock them
  • Maximised code windows have a new context menu item for "Go to Object"
  • We now validate that the user is not picking a project folder inside the GMS2 folder space as these are deleted on update
  • HTML5 can now build to a folder ("Loose Files") as well as a zip
  • To avoid confusion, the Test target is removed if you have purchased Desktop and therefore have Windows also
  • Deleting an object that is used in a collision event now propts that it will delete all redundent events
  • UWP packaging has been fixed to provide an .appxupload as the file written out

  • Known Issues

  • Lavasoft security software stops some users from updating their runtimes, get crash during IDE startup
  • Dragging a gmz onto the IDE when another project has unsaved changes and saying no to saving, can cause import issues
  • You can find more info about known issues at https://account.yoyogames.com/report-bug
  • Version 2.0.5.74 2017-02-24


    This is mainly an IDE and exports stability release, fixing a number of the issues we've had reported.

    However, we have also added new Gesture events to allow simple detection of taps, double-taps, drags and flicks, which vastly simplifies interaction on touch-screen devices. On desktop devices, the mouse will also act as the first finger, allowing you to test single-touch events.

    There is also a new layer compositing system in the Image Editor, which allows for more accurate compositing and better layer effects in the future.

    Release notes

    Updated
  • Fixed root issue of several cases where IDE actions could lock mouse input
  • Fixed a My Library crash when changing filters rapidly
  • Fixed a crash if you set an object as its own parent
  • Fixed autocomplete not showing properly if you were on the last line of the code editor
  • Fixed several runtime issues (see runtime release notes), including in-game draw order for room editor instances on the same layer

  • Original (2.0.5.72)

  • Lots of fixes throughout, especially in the new modules
  • A new gesture event system has been added - Tap, Drag, Flick
  • Colour picker sliders should now work properly, regardless of language settings
  • When copying frames in the image editor, layer-hiding should now work properly
  • The Preference for overriding DPI now has a percentage slider for ease of setting and increased clarity
  • Code windows should now open and fit inside the available space
  • Maximised code window tabs can now be dragged back onto their object to re-dock them
  • Maximised code windows have a new context menu item for "Go to Object"
  • We now validate that the user is not picking a project folder inside the GMS2 folder space as these are deleted on update
  • HTML5 can now build to a folder ("Loose Files") as well as a zip
  • To avoid confusion, the Test target is removed if you have purchased Desktop and therefore have Windows also
  • Deleting an object that is used in a collision event now propts that it will delete all redundent events
  • UWP packaging has been fixed to provide an .appxupload as the file written out

  • Known Issues

  • Lavasoft security software stops some users from updating their runtimes, get crash during IDE startup
  • Dragging a gmz onto the IDE when another project has unsaved changes and saying no to saving, can cause import issues
  • You can find more info about known issues at https://account.yoyogames.com/report-bug
  • Version 2.0.5.72 2017-02-17


    This is mainly an IDE and exports stability release, fixing a number of the issues we've had reported.

    However, we have also added new Gesture events to allow simple detection of taps, double-taps, drags and flicks, which vastly simplifies interaction on touch-screen devices. On desktop devices, the mouse will also act as the first finger, allowing you to test single-touch events.

    There is also a new layer compositing system in the Image Editor, which allows for more accurate compositing and better layer effects in the future.

    Release notes

    Lots of fixes throughout, especially in the new modules
  • A new gesture event system has been added - Tap, Drag, Flick
  • Colour picker sliders should now work properly, regardless of language settings
  • When copying frames in the image editor, layer-hiding should now work properly
  • The Preference for overriding DPI now has a percentage slider for ease of setting and increased clarity
  • Code windows should now open and fit inside the available space
  • Maximised code window tabs can now be dragged back onto their object to re-dock them
  • Maximised code windows have a new context menu item for "Go to Object"
  • We now validate that the user is not picking a project folder inside the GMS2 folder space as these are deleted on update
  • HTML5 can now build to a folder ("Loose Files") as well as a zip
  • To avoid confusion, the Test target is removed if you have purchased Desktop and therefore have Windows also
  • Deleting an object that is used in a collision event now propts that it will delete all redundent events
  • UWP packaging has been fixed to provide an .appxupload as the file written out

  • Known Issues

  • Still investigating an issue stopping some users from updating their runtimes since 2.0.3
  • Dragging a gmz onto the IDE when another project has unsaved changes and saying no to saving, can cause import issues
  • Building with extensions on YYC platforms can include extensions not marked for that target
  • Pressing F1 on DnD nodes doesn't open the correct page of the manual
  • You can find more info about known issues at https://account.yoyogames.com/report-bug
  • Version 2.0.4.65 2017-01-30


    This version opens up the iOS, Android, HTML5 and Windows UWP targets - which you can now purchase via your YoYo Account panel as the Mobile, Web and UWP products. While we have tested them heavily internally, there will inevitably be some lingering issues, so please report any you find. UWP supports desktop, mobile and XBox One, making it a very wide-ranging set of devices you can now target.

    Git source control is now finally available, but please use with care in these inital weeks of release, as there may be some unexpected issues that crop up.

    There is also a new PNG-to-tilemap tool built into the room editor. This will take images and generate tiles from them, recognising both normal tiles and mirrored, flipped and rotated versions. Not only does this allow you to import old maps, but it's also a great way of compressing a very large image, as it will remove both duplicates and spaces.

    Release notes

    Updated to include fix for high CPU usage in 2.0.4.64

  • Lots and lots of bug fixes throughout the product, including:
  • Choosing "Sensei" in Font Editor and then saving project caused the IDE to fail to finish the save, had to force close
  • IDE hanged when using Convert To Frames on large sprite
  • IDE could crash when selecting the rectangle or line tools while on a tile layer
  • Double-clicking collision mask could lock it and changing mask values in this state gave "IDE Unstable"
  • Undoing collision mask changes or toggling auto/manual on an empty sprite resulted in "IDE unstable"
  • Some users have been unable to download some assets in My Library, got a blank error dialog
  • A sprite mask which used an alpha tolerance of 255 was not previewed correctly
  • TAB names are now saved as part of the layout
  • You could not copy/paste frames between sprites before - you can now
  • Copy/pasting events between objects sometimes required you to paste twice before the event appeared
  • Code Editor forced you to use UK or US English function names as per your Preference - you can now type whichever
  • Object/room physics fields and the colour picker didn't like commas as decimal seperators - can now use comma values with these
  • Image editor didn't save grid settings as part of the sprite
  • Configs weren't being applied properly during builds, so only Default config's values were applied
  • F2 should now rename everything
  • Lots of source control fixes
  • Branding info and version number has been removed from taskbar buttons and the titlebar
  • Following feedback, we have changed the manual to open in-IDE by default (new installs), rather than in your browser
  • And we fixed the manual sidebar so it can now be resized

  • Known Issues:

  • HTML5 builds create a ZIP, not an uncompressed folder
  • HTML5 debugger does not launch
  • iOS Games run on a simulator don't work because Xcode fails to attach properly
  • iOS YYC requires a provisioning profile to already exist, otherwise run as "supressed" first time and fix your profile inside Xcode
  • UWP debugger does not work when targetting an XBox One
  • UWP YYC games crash on start-up on an XBox One and a Windows Phone
  • UWP currently makes a testing/side-loading .appx package, not a store-ready .appxuppload package
  • Mac YYC runs don't initialise Steam correctly (VM works for run+create, YYC create works)
  • GMS2 hangs/crashes after PC hibernates or sleeps
  • Version 2.0.4.64 2017-01-26


    This version opens up the iOS, Android, HTML5 and Windows UWP targets - which you can now purchase via your YoYo Account panel as the Mobile, Web and UWP products. While we have tested them heavily internally, there will inevitably be some lingering issues, so please report any you find. UWP supports desktop, mobile and XBox One, making it a very wide-ranging set of devices you can now target.

    Git source control is now finally available, but please use with care in these inital weeks of release, as there may be some unexpected issues that crop up.

    There is also a new PNG-to-tilemap tool built into the room editor. This will take images and generate tiles from them, recognising both normal tiles and mirrored, flipped and rotated versions. Not only does this allow you to import old maps, but it's also a great way of compressing a very large image, as it will remove both duplicates and spaces.

    Release notes

    Lots and lots of bug fixes throughout the product, including:
  • Choosing "Sensei" in Font Editor and then saving project caused the IDE to fail to finish the save, had to force close
  • IDE hanged when using Convert To Frames on large sprite
  • IDE could crash when selecting the rectangle or line tools while on a tile layer
  • Double-clicking collision mask could lock it and changing mask values in this state gave "IDE Unstable"
  • Undoing collision mask changes or toggling auto/manual on an empty sprite resulted in "IDE unstable"
  • Some users have been unable to download some assets in My Library, got a blank error dialog
  • A sprite mask which used an alpha tolerance of 255 was not previewed correctly
  • TAB names are now saved as part of the layout
  • You could not copy/paste frames between sprites before - you can now
  • Copy/pasting events between objects sometimes required you to paste twice before the event appeared
  • Code Editor forced you to use UK or US English function names as per your Preference - you can now type whichever
  • Object/room physics fields and the colour picker didn't like commas as decimal seperators - can now use comma values with these
  • Image editor didn't save grid settings as part of the sprite
  • Configs weren't being applied properly during builds, so only Default config's values were applied
  • F2 should now rename everything
  • Lots of source control fixes
  • Branding info and version number has been removed from taskbar buttons and the titlebar
  • Following feedback, we have changed the manual to open in-IDE by default (new installs), rather than in your browser
  • And we fixed the manual sidebar so it can now be resized

  • Known Issues:

  • HTML5 builds create a ZIP, not an uncompressed folder
  • HTML5 debugger does not launch
  • iOS Games run on a simulator don't work because Xcode fails to attach properly
  • iOS YYC requires a provisioning profile to already exist, otherwise run as "supressed" first time and fix your profile inside Xcode
  • UWP debugger does not work when targetting an XBox One
  • UWP YYC games crash on start-up on an XBox One and a Windows Phone
  • UWP currently makes a testing/side-loading .appx package, not a store-ready .appxuppload package
  • Mac YYC runs don't initialise Steam correctly (VM works for run+create, YYC create works)
  • GMS2 hangs/crashes after PC hibernates or sleeps
  • Version 2.0.3.56 2016-12-16


    There are lots of new features in this version (see below), along with many bug fixes.
    Extensions are now in and active, although we do expect some issues to arise as you use them for the first time - please bear with us as we address these. You can also now upload GMS2 assets to the Marketplace (you can also upload a GMS2 package alongside your existing GM:S assets, so you don't have to make duplicate assets). We now have an amazingly cool "LIVE PREVIEW" mode in DnD™ which lets you see the equivalent GML code as you build up your DnD™ script.
    There is a new Ball Breaker demo for both GML and DnD.

    Release notes

    Extension creation and uploading to the Marketplace is now available
  • DnD™: There is now a "Live Preview" mode for DnD™ (via the right-click context menu)
  • DnD™: Lots of DnD™ improvements, including icons on the Actions window, and a simple "collapse all" on the menu
  • Image Editor: Ellipse and rectangle tools can now be sized from the middle by pressing ALT
  • Image Editor: Ellipse and rectangle tools can now be transparent without error and have been optimised
  • Image Editor: New "colour replace" tool added
  • Image Editor: New "non-contiguous" mode added to magic wand
  • Image Editor: The rotate tool now does "any" angle. 90-degree rotate is still on the key shortcut (z)
  • Image Editor: Brush scale is now unfiltered (press and hold SHIFT+Z)
  • Room Editor: Rectangle, line and fill tile tools added (these do not yet do auto-tiling)
  • Room Editor: Tilemap rendering and memory optimisations for very large rooms
  • Code Editor: Syntax errors can now be seen by mousing over the ! in the code editor gutter
  • Preferences: New preference to carry on having Syntax Errors window pop up on each error
  • Preferences: New "DPI Override" preference which allows you to shrink or grow UI layouts without changing Windows zoom level
  • Sprite Editor: There is now a new "automatic" mode for collision masks, auto-resizes when the image does
  • Debugger: Variable views for Instance, Local and Global window types have been fixed

  • Known Issues

  • Source control is still not yet available. This will hopefully be resolved soon
  • Mac YYC is not signing app store builds correctly
  • Debugger still has issues variables showing as "undefined" in the Watch window
  • Editing paths within the Room Editor is buggy
  • More work still needs to be done to improve readability of the GML code produced by DnD™
  • See more on the "report a bug" page
  • Version 2.0.2.44 2016-11-18


    This is the first update to the Beta of GameMaker Studio 2

    There have been lots of general fixes in this version and a couple of UI items we've had feedback on have been implemented. We will continue to monitor the various forums and social media channels for suggestions, and add them to our backlog if we can do them.

    Here are some useful links to help get you started:


    Release notes

    Added a quick check that our installer deployed the Visual C++ redistributables successfully - will say to reinstall, rather than allowing a crash on startup
  • New way of downloading runtimes so it's faster and more reliable - also resumes downloads rather than always restarting
  • A runtime installation issue has been fixed that would have caused crashes or the inability to test projects
  • Inside a code window, F7/F8 will now allow you to quickly adjust preference for the size of the font for all code windows
  • There is now a Preference to let you swap zooming from CTRL+WHEEL to just WHEEL (scrolling will then be on CTRL+WHEEL)
  • There is now a Game Option for paid users to disable sending game statistics for that project
  • Included files have now been fixed and have been added back in
  • Disappearing Event contents when you rename the object in the resource tree has been fixed
  • A font-generation issue which caused fuzzy and mis-aligned text in-game has been fixed
  • Shift+Backspace now does a backspace
  • Fixed variables with square brackets to be added properly by autocomplete
  • Fixed crashes when Ctrl+C to copy a frame in the image editor when the image has multple frames
  • Changed the "View" properties in the room editor to say "Camera" to clear up confusion
  • Fixed sprites defaulting to "precise (slow)" - they're now rectangle

  • Known Issues

  • Creating, renaming or adding an existing extension is currently disabled (will still import as part of a 1.4 project)
  • Built-in Source control is currently disabled
  • Building a Steam-enabled Mac doesn't copy the Steamworks file - you can copy this yourself as a workaround
  • Known issues are also now shown on the "report a bug" page
  • Version 2.0.1.33 2016-11-05


    Welcome to the brand new Beta of GameMaker Studio 2!

    This is a ground up rewrite of the IDE, but also includes many new runtime changes and features. We highly recommend that you at least browse the new manual, watch the videos, and even try doing some of the new tutorials, as this will help you get to grips with the new editor and workflow.
    There will no doubt be some issues that we will need to address early on, but we're also very interested in user feedback, as to how you find the new IDE, and any improvements you'd like to see. You are also encouraged to take part in discussions on the GameMaker Community (GMC) forums, and to get in touch with us through social media or the helpdesk if you're having any issues.

    Here are some useful links to get you started:


    UPDATE: Surveys have been disabled for the time being.

    Release notes

    Ground up rewrite
  • New tabbed workspace environment
  • Brand new layer based design for both the Room and Image editors
  • New tile system in the IDE, complete with a new Runtime API
  • New sound mixer for volume adjusting of all sounds and music
  • Fully skinnable UI
  • Multilingual capable UI

  • Known Issues

  • Included files are currently disabled.
  • Import an existing resource is currently disabled.
  • Microsoft Vista has issues running GMS2 and we are currently investigating this.
  • Version 2.0.1.32 2016-10-31


    Welcome to the brand new Beta of GameMaker Studio 2!

    This is a ground up rewrite of the IDE, but also includes many new runtime changes and features. We highly recommend that you at least browse the new manual, watch the videos, and even try doing some of the new tutorials, as this will help you get to grips with the new editor and workflow.
    There will no doubt be some issues that we will need to address early on, but we're also very interested in user feedback, as to how you find the new IDE, and any improvements you'd like to see. You are also encouraged to take part in discussions on the GameMaker Community (GMC) forums, and to get in touch with us through social media or the helpdesk if you're having any issues.

    Here are some useful links to get you started:

    Release notes

    Ground up rewrite
  • New tabbed workspace environment
  • Brand new layer based design for both the Room and Image editors
  • New tile system in the IDE, complete with a new Runtime API
  • New sound mixer for volume adjusting of all sounds and music
  • Fully skinnable UI
  • Multilingual capable UI

  • Known Issues

  • Included files are currently disabled.
  • Import an existing resource is currently disabled.
  • Microsoft Vista has issues running GMS2 and we are currently investigating this.
  • Version 2.0.1.22 2016-10-25


    Marketplace and tutorials have changed a lot in this version, and there are some new power saving settings for laptop users. Aside from this, hundreds of other bugs have been addressed - please let us know if you find any issues.

    Release notes

    Lots of bug fixes throughout the product
  • There are some new power saving preferences in "General Settings/Power Saving" to help laptop users.
  • New Marketplace library and Tutorials screens
  • We've now checked that all EXEs are signed, this should help with virus scanners.
  • Lots more fixes to the compatibility layer
  • There has been an adjustment to the keyboard interface, which should allow for different keybaord layouts and languages
  • Fixes to project loading/saving based due regional settings
  • First welcome video has been added

  • Known Issues

  • The light skin work is still ongoing
  • Version 2.0.1.16 2016-10-21


    Marketplace and tutorials have changed a lot in this version, and there are some new power saving settings for laptop users. Aside from this, hundreds of other bugs have been addressed - please let us know if you find any issues.

    Release notes

    Lots of bug fixes throughout the product
  • There are some new power saving preferences in "General Settings/Power Saving" to help laptop users.
  • New Marketplace library and Tutorials screens
  • We've now checked that all EXEs are signed, this should help with virus scanners.
  • Lots more fixes to the compatibility layer
  • There has been an adjustment to the keyboard interface, which should allow for different keybaord layouts and languages
  • Fixes to project loading/saving based due regional settings
  • First welcome video has been added

  • Known Issues

  • The light skin work is still ongoing
  • Version 2.0.1.12 2016-10-20


    Marketplace and tutorials have changed a lot in this version, and there are some new power saving settings for laptop users. Aside from this, hundreds of other bugs have been addressed - please let us know if you find any issues.

    Release notes

    Lots of bug fixes throughout the product
  • There are some new power saving preferences in "General Settings/Power Saving" to help laptop users.
  • New Marketplace library and Tutorials screens
  • We've now checked that all EXEs are signed, this should help with virus scanners.
  • Lots more fixes to the compatibility layer
  • There has been an adjustment to the keyboard interface, which should allow for different keybaord layouts and languages
  • Fixes to project loading/saving based due regional settings
  • First welcome video has been added

  • Known Issues

  • The light skin work is still ongoing
  • Version 2.0.1.10 2016-10-19


    Marketplace and tutorials have changed a lot in this version, and there are some new power saving settings for laptop users. Aside from this, hundreds of other bugs have been addressed - please let us know if you find any issues.

    Release notes

    Lots of bug fixes throughout the product
  • There are some new power saving preferences in "General Settings/Power Saving" to help laptop users.
  • New Marketplace library and Tutorials screens
  • We've now checked that all EXEs are signed, this should help with virus scanners.
  • Lots more fixes to the compatibility layer
  • There has been an adjustment to the keyboard interface, which should allow for different keybaord layouts and languages
  • Fixes to project loading/saving based due regional settings
  • First welcome video has been added

  • Known Issues

  • The light skin work is still ongoing
  • Version 2.0.1.9 2016-10-19


    Marketplace and tutorials have changed a lot in this version, and there are some new power saving settings for laptop users. Aside from this, hundreds of other bugs have been addressed - please let us know if you find any issues.

    Release notes

    Lots of bug fixes throughout the product
  • There are some new power saving preferences in "General Settings/Power Saving" to help laptop users.
  • New Marketplace library and Tutorials screens
  • We've now checked that all EXEs are signed, this should help with virus scanners.
  • Lots more fixes to the compatibility layer
  • There has been an adjustment to the keyboard interface, which should allow for different keybaord layouts and languages
  • Fixes to project loading/saving based due regional settings
  • First welcome video has been added

  • Known Issues

  • The light skin work is still ongoing
  • Version 2.0.1.8 2016-10-18


    Marketplace and tutorials have changed a lot in this version, and there are some new power saving settings for laptop users. Aside from this, hundreds of other bugs have been addressed - please let us know if you find any issues.

    Release notes

    Lots of bug fixes throughout the product
  • There are some new power saving preferences in "General Settings/Power Saving" to help laptop users.
  • New Marketplace library and Tutorials screens
  • We've now checked that all EXEs are signed, this should help with virus scanners.
  • Lots more fixes to the compatibility layer
  • There has been an adjustment to the keyboard interface, which should allow for different keybaord layouts and languages
  • Fixes to project loading/saving based due regional settings
  • First welcome video has been added

  • Known Issues

  • The light skin work is still ongoing
  • GameMaker: Studio 1

    Version 1.4.1772 26/07/2017

    If you are coming from 1763/1765, this will be a huge update - see 1767's notes below also!


    Headline Changes Since 1767

    • Compiler
      • Changed the check for the "!!No ini file" warning, so nothing is shown on platforms which don't require the ini (most of them)
      • NOTE: Many devs thought the above warning was why their Windows builds failed, but this is not the case
    • Windows
    • HTML5
      • Fixed that the alpha value set in the room editor for an instance is actually now used in-game
      • Fixed bug in sprite fonts where space character was provided, but not applied correctly
      • Changed/fixed HTML5 games to now "frame count" if room_speed is an even divisor of 60 (so 60,30,20,10,6 etc.), removes all stutters from gameplay + updates
      • Added WebGL now does proper font colour blending. Fonts should now be the same as native
      • Added JSON try/catch added to many places, but particularly around highscore loading
    • Misc In-game
      • Fixed sprite_create_from_surface() being broken on Android (and others) in EA551/1.4.1767
      • Fixed skeleton_attachment_set() to check the current skin for the attachment before any others (fixes using straight after after skeleton_skin_set())
      • Added "worldAngleX" and "worldAngleY" as new values in the ds map you get from skeleton_bone_state_get()

    Bugs Fixed Since 1767

    • 0025821 Spine: worldAngle from Spine animation [ds map] gives the value "" [see the notes, as you will have to change your code]
    • 0026327 HTML5: Text alignment when using international characters and font_add_sprite_ext() is wrong
    • 0026972 Mac: Cursor does not show in-game
    • 0027115 Debugger: Showing on all instances [if project contains greater than 512 resources]

    Version 1.4.1767 10/07/2017

    This is a very big update! Please read all of this release's notes carefully!


    Headline Changes Since 1.4.1763 (aka 1765 on Steam)

    • IDE
      • Fixed issues with large numbers of resource windows being opened causing them to stop drawing properly (much more of an issue in Steam IDE)
      • Fixed saying "no" to importing/opening other projects when you have unsaved changes in current project aborts loading the new project
      • Fixed method of creating a duplicate project when you have unsaved changes in current project and attempt to create a new one
      • Fixed extensions not always saving changes in some situations
      • Fixed YoYo Account login dialogue to accept accented characters in passwords
      • Fixed Marketplace asset importing so Spine files import correctly
      • Fixed the Room Editor so 'Clear all instances from the room' does remove the instances from the instance order list
      • Fixed the Room Editor so it won't paste an "invisible" object instance if you copy, rename the object, then try to paste it
      • Fixed the Sprite Editor so importing a different image into a sprite doesn't reset its texture group to "default"
      • Fixed objects so a change to its "Applies To" value is automatically saved when running the project
      • Fixed copying a texture group would re-use the same name - now automatically gives a different name, the same as Add does
      • Fixed the save dialogue shown on closing the IDE so it doesn't save all even when you say "no"
      • Fixed objects could be overwritten by creating a new object with the original name of a recently-renamed one
      • Changed Targets Manager so it now shows only the platforms you have on your license
      • Changed Visual Studio paths to be the paths to the vcvars32.bat (automatically updates your old-style paths)
      • Changed the old "license validation" screen to be up-to-date useful Studio 1.4 info, not useless GM8.1 info
      • Changed the package name field in GGS > Android to reject hyphens "-" in names
      • Changed the URL field in GGS > Ubuntu and GGS > Tizen to use the project name with spaces removed (will also fix projects in this state)
      • Changed SWF importing and building to now use multiple threads, so should be faster (depends on the individual SWF how much faster)
      • Changed setting extension platforms to export to into the top level of the extension, not each file
      • Added checks to prevent creating/renaming scripts to be Windows reserved keywords
      • Added checks to prevent creating/renaming audio group names to use invalid chars
      • Added checks to prevent duplicate/invalid names for scripts being dragged-in
      • Added caching of shader compilation results to reduce build times (currently only supports HLSL11 and PSSL targets)
      • Added GGS checkbox for downloading/enabling new Google Play Services IAP support extension, as IAPs are now separate from the rest of GPS
      • Added GGS checkbox for new fast collisions "compatibility mode" in case fast collisions has issues with your code
      • Removed module upsell screens and tips (including the license key entry forms on these dialogs)
      • Removed all references to the GameMaker: Player (including the installer)
      • Removed the licensing panel to request a free 1.4 license, replaced it with a link to get GMS2 trial
    • Compiler
      • Changed switch statements to detect invalid case type combinations, rather than allowing these
      • Added macros can be used to replace function names (see this GMC thread)
    • Windows
      • Fixed splash screens not showing even though GGS setting is enabled
    • Mac
      • Fixed icon-creation in builds
      • Fixed YYC runs of Steam-enabled projects didn't actually launch Steam integration (create exe was fine)
      • Changed GGS default for "Build for Mac App Store" to be false, rather than true (builds quicker during testing, also seeing lots of Steam devs)
      • Added Preference for Mac "supress build" option - needs to be enabled if building on macOS Sierra
      • Added Preferences for setting the default Mac/iOS Team ID to be used in new projects' GGS
    • Ubuntu
      • Fixed the game drawing in lower left corner if set to launch fullscreen
      • Fixed games which use 3D functionality drawing their splash screen upside-down
      • Fixed various issues with the Debian package type not building if spaces/mixed text case/invalid chars in project name
      • Fixed a chmod issue during the game install proess
      • Fixed "create exe" putting steamworks .dll in wrong place
    • UWP
      • Changed to always use your certificate and app name when building, even runs, so that services that require this information (like Xbox Live) work properly
      • Added support for basic Xbox Live sign-in handling
      • Added support for fullscreen - new GGS settings for this, plus Alt+Enter and window_..._fullscreen() all work
      • Added support for window_set_cursor() and window_get_cursor()
      • Added GGS textbox for specifying your UWP/Win8 publisher name, removed the code which determined it from the certificate
    • Android
      • Fixed that a different temp folder was being made and used when building
      • Changed clang to use more CPU cores during builds (was always 1 before)
      • Added os_check_permission() and os_request_permission()
      • Removed the Immersion "Haptics SDK" integration on VM builds
    • iOS
      • Fixed audio not working after a call or if external music playing during startup
      • Changed shop_leave_rating() to use Apple's required new api for leaving a rating
    • HTML5
      • Fixed loads of functions or added them, so now much closer to native platforms in terms of feature set
      • Fixed keyboard mappings so everything isn't as per an en-GB keyboard
      • Fixed detection of Edge browser - added a new constant for this also
      • Fixed collisions system so the results are now the same as Windows
      • Fixed md5 system so the results are now the same as Windows
      • NOTE: If your game stores old HTML5 md5 hashes and re-uses them, these will now be wrong!
      • Fixed several missing UK/US spellings of function names
      • Fixed images set as "Used for 3D" stil being added into texture pages
      • Updated Facebook version to 2.8
      • Added draw_flush() support
      • Added a workaround for a Chrome bug where default emitters and default listeners would play sound out of right speaker only
      • NOTE: If you hear this issue, check your emitters and listeners are not in exactly the same place. If so, move the emitter forward a tiny distance (0.01 or so).
    • Spine
      • Fixed slot colours not being applied properly on HTML5
      • Fixed draw_skeleton_instance() to copy custom attachments from referenced instance rather than ignoring
      • Fixed sprite_add() so runtime-downloaded images can be used for attaching
      • Changed name skeleton_get_imageindex() to skeleton_animation_get_frame() to be more consistent with other animation functions
      • Added skeleton_animation_set_frame() to partner the above change
      • Updated Spine version to v3.4.0.2 (Native and HTML5)
      • NOTE: If your game crashes on startup now, clear your cache and build again
      • NOTE2: If issues persist, or if a Spine is now not working correctly, re-export from Spine using v3.4.0.2
      • Added new "Animation Event" object event
      • Added support for objects using Spine to use Collision events (needs bounding box added in Spine)
    • Misc In-game
      • Removed Scissoring testing of surfaces on mobiles (in most cases), gives a decent performance boost on some devices
      • Fixed a few memory leaks in YYC functions
      • Fixes for SWF antialiasing not working
      • Fixed the view intersection events - "Outside View" and "Boundary View" - to be much more accurate
      • Fixed memory leaks in screen_save() and surface_save()
      • Fixed glitches when rotating large sprites and at angles close to zero
      • Fixed crash if calling iap_activate() more than once
      • Fixed taps in corners of iPhones sometimes don't give clicks even though tap gestures occur on the phone
      • Fixed UDP networking timings to match fixes made for TCP a few releases ago
      • Changed untextured primitive rendering on DX11 and WebGL to be more consistent with DX9
      • Changed instance_destroy() so it can destroy an optional specified instance (see the manual)
      • Changed ds maps so they don't reserve as much space when you create them
      • Changed surface management so you can't free surfaces that are on the stack
      • Updated freetype from 2.3.5 to 2.8 - test your games to see if text is still positioned/sized per your needs, as you may well need to recalculate your values now
      • NOTE: If you have used font_add() and then drawn using this font, this will very likely need tweaking now - reduce the point size by 25%
      • Added DX11 information into os_get_info() for UWP + Windows 8
      • Added anti-aliasing support on DX11 platforms (Win 8 N, WP8, Xbox One, UWP) - also fixed not being able to toggle Vsync on these
      • Added extra checks into alternate sync mode so you don't get a harsh drop from 60 to 30 if the framerate briefly drops to (e.g.) 59
      • Added "Large Address Aware" support for Windows games (VM and YYC)
      • Added extra info to background_get_uvs() to allow compensating for tpage cropping (now matches the info returned from sprite_get_uvs())

    Bugs Fixed Since EA551

    • There are a LOT fixed since 1.4.1763! (See the Early Access release notes and read all the way down to EA525)
    • 0026944 HTML5: asset_get_index does not work for scripts
    • Fix for xboxlive_user_is_signed_in() returning 1 even if the user wasn't signed in
    • Fix for HTML5 rendering only top-left portion of games which resize the application_surface

    Version 1.4.1763 06/10/2016


    Changes since 1760

    • IDE
      • Added GGS > Android item for controlling the device sleep margin, allows you to fix performance issues on some devices
    • iOS
      • Added GGS entry for setting the team ID for signing, fixes Xcode 8 requiring manual input of this detail each time
      • Removed check for "setup" function (Supersonic) and other legacy SDK info from packages - helps fix odd Apple submission error
      • Removed unused camera roll functionality to fix Apple submission error
      • Fixed permissions issue for enabling push notification support in iOS 8.0+
    • Compiler
      • Fixed localisation issues in some functions (projects wouldn't build if , used for decimals in your region)
    • Debugger
      • Fixed displaying of watched variables
      • Fixed editing of instance variables

    Version 1.4.1757 13/04/2016


    Changes since 1749

    • IDE
      • Removed Android API installation check from Preferences, stops issues with Google making 7, 8 and 13 unavailable
      • Fixed Steam IDE launching Steam-enabled games and this causing a crash on game startup
      • Fixed Preferences to show Android tab and GGS to show Amazon tab if using a Standard licence and you have the 60-day Amazon Fire trial

    Version 1.4.1749 24/02/2016


    Changes since 1711

    • IDE
      • Fixed importing of pre-Studio GM files
      • Fixed GGS buttons for previewing texture pages
      • Fixed a memory management issue which caused some projects with lots of sprites to take longer or even fail to load
      • Changed the name of the Android module to "Android / Fire" to clarify that the Android module works fine on Amazon Fire devices
      • Changed open project dialogue so it now defaults to your home folder as set in Preferences, rather than My Computer
      • Changed import project dialogue so it now defaults to My Documents, rather than My Computer
      • Changed open and import file browsers to disable the right-click context menu unless clicking on GM project files
      • Added GGS warning when adding Amazon and Google extensions into the same config - you should use two seperate configs
      • Added GGS and compiler support for iOS 167x167 icon used by iPad Pro devices
      • 1749: Fixed code actions saving incorrectly if it is open at the same time as you cut/paste other actions in that event
    • Android
      • Fixed get_login_async() crashing apps
      • Fixed crash on startup if using an Android 6.0 device (Create Exe)
      • Fixed writing the apk expansion zip file to the correct folder
      • Added support for the runner to ask your permission for access to the phone so it will launch correctly on Android 6.0 devices
      • Note: These permission dialogues are for the runner only, so only you the developer will see them
      • Added "multidex" support when creating packages, allows methods larger than 64k
      • Changed gradle to not assume an extension is dependant on all extensions above it in the tree
      • Note: Fixes when extensions might not work properly because added in the wrong order, e.g. PlayAPKExpansion
      • Note: You will need to specify all dependencies when writing your own extensions now
    • Misc In-Game
      • Fixed Steam overlay on Mac packages
      • Fixed steam_user_installed_dlc(), steam_stat_get_int(), steam_ugc_create_item(), and steam_ugc_download() to give correct return values
      • Fixed memory leaks in writing to ini files and using network operations
      • Added a workaround to HTML5 for occasional audio initialisation bug in iOS on first play of an mp3
      • 1749: Fixed checking if parent/child exists in the same step as activating the parent/child
      • 1749: YYC executables now give a stack trace when an error occurs

    Please be aware we do not recommend using any versions older than this (we don't actually recommend anything older than current Stable!). If you feel you need to stay on an older version than listed above, then please report a Helpdesk ticket saying why, and we will look into this in the current release. Thank you.

    GameMaker: Studio 1 Early Access

    Version 1.99.551 05/07/2017

    Changes Since EA548

    • IDE
      • Changed SWF importing and building to now use multiple threads, so should be faster (depends on the individual SWF how much faster)
      • Added caching of shader compilation results to reduce build times (currently only supports HLSL11 and PSSL targets)
    • Micro Web Server
      • Fixed speeds to be throttled correctly (but not cumulatively) - now shows in KB per second also
      • Changed download speed setter to be a drop-down list rather than a slider
      • Added a progess bar and a column showing the file's size
    • UWP
      • Changed to always use your certificate and app name when building for UWP, even runs, so that services that require this information (like Xbox Live) work properly
      • Added support for basic Xbox Live sign-in handling for UWP apps
      • Added xboxlive_gamertag_for_user()
    • HTML5
      • Fixed a lot of functions and implemented many which were previously missing
      • Fixed Spine animations on non-WebGL
      • Fixed keyboard mappings so everything isn't as per an en-GB keyboard
      • Fixed detection of Edge browser - added a new constant for this also
      • Fixed/Added binary buffer loading in IE11
      • Changed date_time_string() to return "invalid time" instead of NaN
      • Added US spelling "normalized" versions of the normalised functions
    • Android
      • Fixed a Spine crash on 4.2 devices
    • iOS
      • Changed shop_leave_rating() to use Apple's required new api for leaving a rating
    • Misc In-Game
      • Disabled Scissoring testing of surfaces on mobiles (in most cases), gives a decent performance boost on some devices
      • Fixed a few memory leaks in YYC functions
      • Fixes for SWF antialiasing not working
      • Updated freetype from 2.3.5 to 2.8 - test your games to see if text is still positioned/sized per your needs, as you may well need to recalculate your values now
      • NOTE: If you have used font_add() and then drawn using this font, this will very likely need converting now - reduce the point size by 25%

    Bugs Fixed Since EA548

    • 0013256 HTML5: HTML5 Obfuscator Causes Syntax Errors [when X - -Y, as it reads code as X-- Y]
    • 0020083 Functions: draw_enable_alphablend doesn't work unless called before the draw
    • 0021763 HTML5: date_date_of( ) always returns -28800000
    • 0023229 HTML5: draw_texture_flush() doesn't work
    • 0023850 HTML5: string() chokes on circular references due to no recursion limit
    • 0024967 HTML5: json_encode() behaves differently on Windows and HTML5
    • 0025779 Functions: date_current_datetime() only updates once per second [on VM/YYC targets, yet on-demand on HTML5]
    • 0026295 HTML5: date_compare_datetime() returns -1 or 0, not 0 or 1
    • 0026296 HTML5: [GMS1] date_second_span() returns a fractional number, instead of an integer
    • 0026299 Functions: date_get_week returns different weeks for specific dates depending on platform
    • 0026327 HTML5: Text alignment when using international characters and font_add_sprite_ext() is wrong
    • 0026334 HTML5: mouse_check_button returns true when releasing mouse button outside of defined game canvas
    • 0026494 Android: surface_exists() always returns true on if your project contains a shader
    • 0026536 HTML5: round(-0.999998765) returns 0
    • 0026540 HTML5: False positive error message in HTML5 when using ds_map_replace on a non-existing key
    • 0026549 Functions: ini_read_string removes spaces at the end of strings
    • 0026591 os_browser doesn't recognise Edge
    • 0026603 3D: ZBuffer is being lost during display_reset()
    • 0026606 Spine: Game exits to home screen on Android 4.2.x if you use Spine (doesn't happen on current OS)
    • 0026663 skeleton_attachment_create creates attachments scaled up too large
    • 0026684 HTML5: file_delete() always returns undefined, should return true or false
    • 0026783 Ubuntu: filename_...() functions corrupt the input string
    • 0026806 Mac: Disable "View > Tab Bar" for games running on Sierra

    Version 1.99.548 11/05/2017

    Changes Since EA533

    • HTML5
      • Fixed issue stopping games running in Safari (macOS and iOS)
      • Fixed audio not playing any more when returning to the game tab after losing focus
      • Fixed application_surface is flipped after disabling, then re-enabling app_surface drawing
      • Fixed stretched application_surface issue introduced in EA533 and an issue with draw_surface_stretched_ext()
      • Fixed crash with audio_emitter_velocity()
      • Fixed collisions system so the results are now the same as Windows
      • Fixed md5 system so the results are now the same as Windows
      • NOTE: If your game stores old HTML5 md5 hashes and re-uses them, these will now be wrong!
      • Fixed several missing UK/US spellings of function names
      • Fixed/Changed sprite_replace() so it allows (incorrect) frame value of 0, the same as Windows
      • Fixed/Changed issues with IDs getting mixed up on HTML5 because of "undefined" difference
      • Added surface_copy() and surface_copy_part() for WebGL
      • Added matrix_build_identity(), matrix_build_lookat(), matrix_build_projection_ortho(), matrix_build_projection_perspective(), matrix_build_projection_perspective_fov()
      • Added ansi_char()
      • Added buffer_load_aync()
    • Ubuntu
      • Fixed the game drawing in lower left corner if set to launch fullscreen
      • Fixed games which use 3D functionality drawing their splash screen upside-down
    • Misc In-Game
      • Fixed UWP window_set_fullscreen() not working
      • Fixed memory leaks when cleaning up physics and multiple leaks with ds maps
      • Fixed PS4 pad triggers returning 0/1 as if buttons

    Bugs Fixed Since EA533

    • 0018170 image_index rounds differently depending on context
    • 0018263 mp_grid_get_cell inconsistency
    • 0018711 Functions: physics_particle_group_delete doesn't free memory
    • 0019222 Variables: Memory leak when copying arrays
    • 0019906 HTML5: dot_product_3d_normalised shows an uninitialised variable error
    • 0020788 Room Editor: When going into Tiles tab, deselect any selected Objects to avoid confusion
    • 0025494 HTML5 - blend modes don't work anymore on surfaces
    • 0025508 Variables: Issues with IDs getting mixed up on HTML5 [because of difference vs Windows and both being wrong] [see notes]
    • 0025683 HTML5: SWF rendering is broken
    • 0025845 Functions: directory_destroy fails if given a path with Unicode chars
    • 0025960 Functions: PS4 L2/R2 buttons report a binary value when an analogue value is expected
    • 0026072 UWP: get_login_async doesn't allow you to click OK, have to cancel out of the dialogue
    • 0026110 HTML5: Sound is broken in GMS 1.4 EA - 1.99.533 - noteGrainOn is not a function
    • 0026219 Android: If I request a remote file via http_request the runner crashes
    • 0026239 Variables: ds_map keys might get overwritten, hash collisions suspected
    • 0026251 Functions: sprite_replace does not work on HTML5
    • 0026264 HTML5: sprite_get_uvs() only reports first 4 elements in returned array, not the 8 other platforms do
    • 0026266 Functions: "buffer_exists" and "shader_current" are not implemented in HTML5
    • 0026329 Windows (YYC): Using numbers larger than a 32 bit unsigned number causes issues
    • 0026331 Windows (YYC): Bitshifting in YYC provides different results than VM
    • 0026333 Functions: variable_instance_ functions are slower than they could be

    Version 1.99.533 31/03/2017

    Changes Since EA525

    • IDE
      • Fixed issues with large numbers of resource windows being opened causing them to stop drawing properly (much more of an issue in Steam IDE)
      • Fixed saying "no" to importing/opening other projects when you have unsaved changes in current project aborts loading the new project
      • Fixed method of creating a duplicate project when you have unsaved changes in current project and attempt to create a new one
      • Fixed extensions not always saving changes in some situations
      • Fixed YoYo Account login dialogue to accept accented characters in passwords
      • Fixed Marketplace asset importing so Spine files import correctly
      • Fixed the Room Editor so 'Clear all instances from the room' does remove the instances from the instance order list
      • Fixed the Room Editor so it won't paste an "invisible" object instance if you copy, rename the object, then try to paste it
      • Fixed the Sprite Editor so importing a different image into a sprite doesn't reset its texture group to "default"
      • Fixed objects so a change to its "Applies To" value is automatically saved when running the project
      • Fixed copying a texture group would re-use the same name - now automatically gives a different name, the same as Add does
      • Changed Targets Manager so it now shows only the platforms you have on your license
      • Changed Visual Studio paths to be the paths to the vcvars32.bat (automatically updates your old-style paths)
      • Changed the old "license validation" screen to be up-to-date useful Studio 1.4 info, not useless GM8.1 info
      • Changed the package name field in GGS > Android to reject hyphens "-" in names
      • Changed the URL field in GGS > Ubuntu and GGS > Tizen to use the project name with spaces removed (will also fix projects in this state)
      • Added checks to prevent creating/renaming scripts to be Windows reserved keywords
      • Added checks to prevent creating/renaming audio group names to use invalid chars
      • Added checks to prevent duplicate/invalid names for scripts being dragged-in
      • Removed module upsell screens and tips (including the license key entry forms on these dialogs)
      • Removed all references to the GameMaker: Player (including the installer)
      • Removed the licensing panel to request a free 1.4 license, replaced it with a link to get one for GMS2
    • Compiler
      • Changed switch statements to detect more invalid case type combinations, rather than allowing these
      • Added macros can be used to replace function names (see this GMC thread)
    • Mac
      • Fixed icon-creation in builds
      • Fixed non-supressed builds of new projects often required you to supress once first so Xcode made a provisioning profile
      • Fixed YYC runs of Steam-enabled projects didn't actually launch Steam integration (create exe was fine)
    • Ubuntu
      • Fixed various issues with the Debian package type not building if spaces/mixed text case/invalid chars in project name
      • Fixed a chmod issue during the game install proess
    • Android
      • Fixed that a different temp folder was being made and used when building
      • Changed clang to use more CPU cores (was always 1 before)
      • Added os_check_permission() and os_request_permission()
      • Removed the Immersion "Haptics SDK" integration on VM builds
    • HTML5
      • Fixed lots of functions - see bugs list below
      • Fixed/removed "ffprobe failed..." warning shown in the console for audio files
      • Fixed images set as "Used for 3D" stil being added into texture pages
      • Added vertex_color() to match the existing vertext_colour()
      • Added draw_flush() support
      • Added a workaround for a Chrome bug where default emitters and default listeners would play sound out of right speaker only
      • NOTE: If you hear this issue, check your emitters and listeners are not in exactly the same place. If so, move the emitter forward a tiny distance (0.01 or so).
    • Spine fixes
      • Updated Spine to bring in more bug-fixes for v3.4.02 (Native and HTML5)
      • Fixed spine slot colours not being applied properly on HTML5
      • Fixed draw_skeleton_instance() to copy custom attachments from referenced instance rather than ignoring
      • Fixed sprite_add() so runtime-downloaded images can be used for attaching
    • Misc In-game
      • Fixed audio not working after a call or if external music playing during startup on iOS
      • Fixed the view intersection events - "Outside View" and "Boundary View" - to be much more accurate
      • Fixed memory leaks in screen_save() and surface_save()
      • Changed untextured primitive rendering on DX11 and WebGL to be more consistent with DX9
      • Added DX11 information into os_get_info() for UWP + Windows 8
      • Added d3d_model_save/load_buffer()
      • Added font_set/get_dynamic_texture_size()
      • Added variable_instance_get_names()

    Bugs Fixed Since EA525

    • 0015311 Time Lines: Timeline add moment script
    • 0016753 Marketplace: Spine animations don't work in Marketplace assets
    • 0016938 Watches: Arguments are always 0 in the watcher
    • 0016972 Scripts: Argument typo gives false syntax errors
    • 0017389 Debugger: "System" Event Unkown in Debugger
    • 0018877 Saving: Any [object's] Applies To changes are ignored between runs unless you close the code editor first
    • 0019092 HTML5: draw_enable_swf_aa() is unimplemented, crashing js
    • 0019559 Input Devices: Xbox One controller takes 2 ports
    • 0019596 My Library: ["Purchase Manifest too large" warning, does not clarify this should be fixed via the website purchase list]
    • 0020023 Sprite Editor: GMS IDE Sprite Assets reset texture group when you "Load Sprite"
    • 0020027 Functions: sprite_collision_mask(bboxmode=0) not redefining bbox_left, bbox_top, ...etc [on HTML5]
    • 0020053 Room Editor: Copying an instance of an object that has been renamed pastes the instance as an invisible and very small object
    • 0020092 UI: [Steam IDE] Opening more than 64 resource windows will spawn a new Windows proccess for each window thereafter
    • 0020355 Source Control: For Source Control -> Show Log, don't call update before calling showlog
    • 0020909 Scripts: sprite_collision_mask shows wrong parameters [in syntax help]
    • 0020991 GGS: Using dashes in an Audio Group's name will hide that group and report an error every time you open GGS
    • 0020240 UI: Legacy "install the blacklist file" verification file page shows if unable to license
    • 0021270 iOS: Landscape splash screen is used on certain devices regardless of orientation
    • 0021728 General: Debugger crash when try show buffer
    • 0021772 Mac: GGS Icons says 1024x1024 but accepts 512 and displays
    • 0022033 Rooms: Scaling objects doesn't work due to regional settings in Windows
    • 0023672 Lots of unexpected results with Audio in HTML5
    • 0023894 Room Editor: Non-English versions of Windows will cause an error when resizing objects
    • 0023972 HTML5: Project will not run due to Syntax Error
    • 0024068 HTML5: ds_map_find_value does not need to display warnings for nonexistent keys
    • 0024069 HTML5: ds_list_find_value' default return values do not match up with native
    • 0024081 Build HTML5: Index copy fails when "html5 folder name" is changed
    • 0024757 Functions: sprite_duplicate() silently crashes the game
    • 0024764 Saving: Projects get duplicated when creating a new project if you choose to not save your current project
    • 0024766 General: Scripts dragged to the IDE which use #define for the name don't check for duplicate names
    • 0024810 Functions: Memory Leak in skeleton_animation_list
    • 0024830 Licensing: Account Login not possible when password contains accent
    • 0024871 Build Ubuntu: Upper/lower case glitch in YYC building
    • 0024879 HTML5: Audio issue in HTML5 on Android device
    • 0024938 Resource Tree: [Users should be blocked from naming scripts with any keyword which would break builds]
    • 0024955 Mac OSX: Folder "_CodeSignature" is added to the build even when "Signing Identity" field is empty, so the app to crash in Sierra
    • 0025046 Saving: IDE fails to load projects if you say "no" to saving the previous project
    • 0025488 Compiler: Complete crash when using vertex buffers using release mode
    • 0025491 Room Editor: 'Clear all instances from the room' does not remove the instances from the instance order list
    • 0025550 HTML5: ds_list_shuffle does not work as intended
    • 0025575 HTML5: file_text_readln does not return the string it promises
    • 0025616 Functions: Using path_start() with negative speed and path_action_stop, causes the object to jump to to end of path
    • 0025619 Mac OSX: "NULL cString" crash on game start-up for some Sierra users
    • 0025626 GGS: Auto-generated Android package name should strip dashes in the project name, as this gives build errors
    • 0025647 Functions: ds_list_write() in combination with ds_list_read() turns blank "" strings into null values and crashes the runner
    • 0025653 Functions: Creating a surface with >8192 width modulos the width by 8192
    • 0025713 UWP: Keyboard handling for UWP desktop results in severe input lag
    • 0025705 Functions: filename_ functions are unaware of regular slashes existing
    • 0025707 HTML5: If you send an argument to a function, you can't reach the argument when in other object context
    • 0025751 HTML5: GetWithArray should return [] instead of null on no matching type
    • 0025761 Preferences: Temp and Cache directory fields need to fix paths with a trailing slash, otherwise asset compiler error
    • 0025778 Functions: gpu_set_blendmode_ext using an array as a single argument causes errors
    • 0025783 Functions: array_copy crashes your game if your source and destination array are the wrong way round
    • 0025786 Build HTML 5: Project receives Access Denied during compile, stops build from working
    • 0025788 HTML5: Some font functions are not implemented, crashing the game
    • 0025833 Spine: Downloading sprites via sprite_add() and setting these as attachments will crash the runner
    • 0025878 Audio: OpenAL does not correctly handle interruptions on mobile
    • 0025958 Getting fatal error reported on wrong line number
    • 0025993 HTML5: iOS 10.3 betas have broken touch support
    • 0026001 Build Android: YYC Temp path is not the Preferences Temp path
    • 0026033 HTML5: draw_set_blend_mode(bm_subtract) adds alpha instead of subtracting

    Version 1.99.525 08/12/2016

    Changes Since 1.4.1763

    • IDE
      • Fixed the save dialogue shown on closing the IDE so it doesn't save all even when you say "no"
      • Fixed objects could be overwritten by creating a new object with the original name of a recently-renamed one
      • Changed setting extension platforms to export to into the top level of the extension, not each file
      • Updated Spine version to v3.4.0.2 - also added new "Animation Event" object event and several new functions
      • NOTE: If your game crashes on startup now, clear your cache and build again
      • NOTE2: If issues persist, or if a Spine is now not working correctly, re-export from Spine using v3.4.0.2
      • Added support for objects using Spine to use Collision events (needs bounding box added in Spine)
      • Added GGS checkbox for downloading/enabling new Google Play Services IAP support extension, as IAPs are now separate from the rest of GPS
      • Added GGS checkbox for new fast collisions "compatibility mode" in case fast collisions has issues with your code
    • Mac
      • Changed GGS default for "Build for Mac App Store" to be false, rather than true (builds quicker during testing, also seeing lots of Steam devs)
      • Added Preference for Mac "supress build" option - needs to be enabled if building on macOS Sierra
      • Added Preferences for setting the default Mac/iOS Team ID to be used in new projects' GGS
    • HTML5
      • Updated Facebook version to 2.8
      • Fix for view restoration on a surface change writing the wrong view into the room view array
    • UWP
      • Added support for fullscreen - new GGS settings for this, plus Alt+Enter and window_..._fullscreen() all work
      • Added support for window_set_cursor() and window_get_cursor()
      • Added GGS textbox for specifying your UWP/Win8 publisher name, removed the code which determined it from the certificate
    • Misc In-Game
      • Fixed Ubuntu packages putting steamworks .dll in wrong place
      • Fixed Windows splash screens not showing when GGS setting is enabled
      • Fixed glitches when rotating large sprites and at angles close to zero
      • Fixed crash if calling iap_activate() more than once
      • Fixed taps in corners of iPhones sometimes don't give clicks even though tap gestures occur on the phone
      • Fixed UDP networking timings to match fixes made for TCP a few releases ago
      • Changed instance_destroy() so it can destroy an optional specified instance (see the manual)
      • Changed ds maps so they don't reserve as much space when you create them
      • Changed surface management so you can't free surfaces that are on the stack
      • Changed name skeleton_get_imageindex() to skeleton_animation_get_frame() to be more consistent with other animation functions
      • Added skeleton_animation_set_frame() to partner the above change
      • Added several new array manipulation and buffer checking functions
      • Added anti-aliasing support on DX11 platforms (Win 8 N, WP8, Xbox One, UWP) - also fixed not being able to toggle Vsync on these
      • Added buffer_set_surface() support on DX11 platforms
      • Added extra checks into alternate sync mode so you don't get a harsh drop from 60 to 30 if the framerate briefly drops to (e.g.) 59
      • Added "Large Address Aware" support for Windows games (VM and YYC)
      • Added more error-checking into vertex buffer support, error messages shown when appropriate
      • Added extra info to background_get_uvs() to allow compensating for tpage cropping (now matches the info returned from sprite_get_uvs())

    Bugs Fixed Since 1.4.1763

    • 0011617 Background: When a large background is scaled down to fit a texture page, it is not always scaled back up
    • 0013876 Saving: Object overwritten [by creating a new object with the original name of a recently-renamed one]
    • 0015982 Functions: Memory leak in font_delete and font_add
    • 0016073 Functions: Imprecise draw_arrow()
    • 0018444 Suggestion: Shaders: Shader Callback to return the current shader
    • 0018480 Input Devices: Gamepad Deadzone is inaccurate at higher values
    • 0019082 UWP: window_set_cursor and window_get_cursor don't do anything at current
    • 0019905 3D: d3d_model with custom texture crash
    • 0020575 Events: Importing objects changes the Collision Event to be colliding with the wrong object
    • 0021160 Shaders: "YoYo Shader Marker" needs a newline at end, actual code gets attached to the same line in .shader file
    • 0021622 Functions: skeleton_bone_state_set() causes a memory leak
    • 0022408 Spine: When Spine instance is set colour by image_blend on Android, the colour 'r' value and 'b' value are switched
    • 0022422 Functions: putting "-1" in for subimage in physics_particle_draw command crashes the runner
    • 0022433 Functions: Runner will crash when both "blendindices" and "blendweight" are specified in the vertex_format and buffer
    • 0022507 Functions: Runner Crash on "vertex_format_delete"
    • 0022568 HTML5: vertex_get_buffer_size() and vertex_get_number() hang game
    • 0023089 Functions: Virtual keys are causing [code errrors] on YYC platforms
    • 0023140 UWP: No way to set your application to be full screen through either GGS or Alt + Enter
    • 0023281 Extensions: Problem with passing more than 4 arguments in extensions
    • 0023696 Functions: Built-in effects are completely broken (both GML and D&D)
    • 0023720 Win(YYC): Reading variable produces different results with YoYo Compiler for Windows
    • 0023874 HTML5: device_mouse_x_to_gui() and device_mouse_x_to_gui() are broken
    • 0023977 Debugger: Debug and Audio Overlays Don't Appear Correctly When Using 'Create Textures on Demand'
    • 0023978 Preferences: Android > "Install on Create Application" doesn't retain its value
    • 0023980 Sprites: Spine 2D Attachment Issue [when skeleton/attachment is created more than once]
    • 0024077 Suggestion: Functions: Have array_create() take an optional "value" argument
    • 0024459 UI: Deleting a Group/Folder but choosing to keep an object when the Reference dialog appears doesn't work
    • 0024501 Physics: "Softbody Physics memory leak" crash
    • 0024691 Mac: display_get_width/height return window size, not display size
    • 0024728 Sprite Editor: Importing a spine which has "images/" before the attachment image fails to load
    • 0024733 Extensions: Extension GML scripts cannot be referenced
    • 0024800 Functions: device_mouse_x_to_gui() returning wrong coordinates