GameMaker Studio 2

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 1.4.1763 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

    Bugs fixed since 1760

    • 0016588 Functions: Push notifications don't fire in iOS 8
    • 0020135 Extensions: Google Play Services doesn't pause the game when an advert is running
    • 0023702 Mac: window_mouse_set() has highly offset coordinates
    • 0024003 General: Constant number comparison behaves differently

    Version 1.4.1760 30/08/2016

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


    Changes since 1757

    • IDE
      • Fixed image editor AVs when reopening sprites
      • Fixed image editor crash when frames have been removed on disk, but a sprite still refers to them
      • Fixed being unable to add texture groups because the IDE has wrongly counted the number of existing groups
      • Fixed saving issue when running/building games with unsaved resource name changes
      • NOTE: If you close the project in this situation it will now trigger a full project save, just to be safe
      • Fixed deferred resource tree thumbnail generation so it starts generating thumbnails again
      • Fixed SCM-enabled projects so they do not load much more slowly than non-SCM projects
      • Fixed the application oven to return new-style certificates on the Mac to GGS > iOS > Provisioning
      • Fixed Mercurial authentication issues when a default user has not been setup correctly
      • Fixed GGS internal name for MMedia ads extension being incorrect and stopping import
      • Fixed issue where shutting the IDE whilst tree thumbnails were still being made could cause AVs
      • Changed the IDE to defer the creation of resource tree icons until after a project is loaded - speeds up project loads
      • NOTE: this might result in tree resources missing their icons for a moment after the project is loaded
      • Changed the naming convention when duplicating scripts so we avoid a potential naming conflict route
      • Added working default Mercurial SCM config
      • Added more Visual Studio path fields to Preferences so you can fully control which VS builds which target
      • Added GGS entries for disabling Lint analysis during Android builds
      • Added a new Preference for the Java heap size used for Android builds with many/large extensions
      • NOTE: If you're using a lot of extensions and so require the larger heap size you will need to use 64bit JDK
      • Added new extension properties for injecting into Android manifest at different points, required by some extensions
      • Added new extension properties for injecting into iOS plist at different points, required by some extensions
      • Removed GGS entries for iAds extension, as Apple no longer support
    • Compiler
      • Changed to fully remove the 16 arguments per function limitation
      • Added several optimisations to help projects build more quickly
    • Debugger
      • Fixed an issue with local variables not being presented properly
      • Fixed Boolean values to now show "true" or "false" rather than just being blank
      • Added Watch window allows entering local variables
    • Windows
      • Fixed old(er) Steam Workshop games crashing on startup in EA475's Steam Player
      • Fixed Alt+F4 to allow quickly exiting games again (although this won't apply when playing games in the GameMaker: Player)
      • Fixed "self" keyword when using YYC so it now behaves the same as non-YYC and/or using "-1"
      • Fixed cancelling file dialogues giving corrupted strings when using YYC
      • Added support for DirectInput devices, allows a wider range of devices
      • Added support for checking up to 8 more in-game devices (Xinput is still 0-3, DirectInput is now 4-11)
    • UWP
      • Fixed games crashing on startup in EA493
    • Mac OSX
      • Fixed Steam support in YYC packages
      • Fixed splash screens to now render at their correct resolution
      • Fixed toggling fullscreen to be a much smoother and better-looking transition
      • Fixed issues running games on OSX 10.9
      • Fixed clearing Steam library out of the build folder to stop Steam leaking into future builds
      • Changed to not sign packages when not building for the AppStore by allowing a blank signing identity
      • Added GGS checkbox for enabling Retina support in-game - off by default
    • HTML5
      • Fixed looping sounds not resuming after switching tabs
      • Fixed d3d_set_perspective(false) to set view as orthographic
      • Fixed d3d_set_perspective() to set the correct values
      • Changed sprite_add() to work like Windows and add a sprite if second parameter is 0
      • Added cross-origin support for images to allow loading sprites in from other sites
    • iOS
      • Fixed Facebook SDK not getting unzipped when your project name had spaces in it and causing a build error
      • Fixed extension linker flags not being passed on to the Xcode project
      • Fixed launchscreen xib name preventing AppStore submission when deploy target is "8.0"
      • Fixed IPv6 internet connection check to comply with Apple's submission guidelines
      • Added 4096x4096 as an available texture page size in GGS
    • Android
      • Fixed a lot of the Lint analysis warnings specific to the runner, so less compiler window spam
      • Fixed Google submission/security issue by upgrading libPNG to v1.4.19
      • Fixed checking targets mask when adding extension contants so we don't always add everything
      • Fixed building-in multiple extensions when making YYC packages
      • Fixed Lint and the compiler to not always require Bluetooth pads to be enabled
      • Changed to use Gradle v2.1.0 and Multidex v1.0.1 - see the Java heap size change above if you have issues
      • Changed build system to make temporary drive mount using Preference for temp folder - reduces 256 character path limit issues
      • Changed GGS > Android to accept letters or numbers for Build Tools version identifiers
      • Added Android N support
      • Added support for NDK 12 and 12b
      • Added display_set_ui_visibility() to control "immersive mode" system UI
      • Added support for using .aar files in extensions
    • HTML5
      • Fixed flash of black screen when loading - more noticable when using custom loading bar
      • Fixed audio_create_stream() so it no longer crashes games
    • Misc In-Game
      • Fixed random_get_seed() and random_set_seed() precision to be consistent
      • Fixed audio gain could be set to less than 0
      • Fixed ogg sync group mixing clipping the end off sounds when gain set to 0
      • Fixed/Changed lots of functions to give better memory management - more have been made into YYC versions also
      • Fixed problems with DS read\write functions handling bools, pointers, in64s, etc., that we've added recently
      • NOTE: the format of string returned by ds_map_write() has changed, but ds_map_read() will read an old-style formatted string
      • Fixed writing of U32 variables to a buffer
      • Fixed "fast collision" issues where items could end up in the tree twice and cause issues
      • Fixed various issues with strings in 1757
      • Fixed using pre-decrement "(--variable)" on a variable which hasn't been declared causing the game to crash
      • Fixed arguments being freed before being used when passing the result of a function as an argument in YYC builds
      • Fixed fast collision position_meeting() not doing precise collision checks and returning false-positive collisions
      • Fixed more ways to get incorrect results in fast collision calculations, plus lots of various optimisations
      • Fixed fast collision calculation checks against a specific instance to only check that one instance
      • Fixed/Changed/Added YYC operators for int64
      • NOTE: this resulted in lots of changes to how YYC handles variables, so test well
      • Fixed DX11 render path (Xbox One, WP8, Win 8 N) where data could overrun the internal buffer if you used custom vertex formats
      • Fixed a memory leak when doing draw_getpixel(0,0)
      • Fixed first and last animation frame in a Spine sprite becoming confused when playing backwards
      • Fixed issues with opening files sometimes failing when the filepath contains non-Latin characters
      • Fixed base64 decode not working correctly
      • Fixed YYC error compiling pre-increment switch statements "switch(++myvar)"
      • Fixed various issues with ds_map_secure_load() and ds_map_secure_load_buffer() to stop memory leaks/overwrites
      • Fixed issues with shader compilation on DX11 platforms
      • Fixed a crash when you have many ogg sync groups and lots of files, also fixed a group to not play twice
      • Changed math_set_epsilon(0) to actually set to (0.00000000001) so we maintain 64bit precision
      • Changed return value of external_define() to -1 if the function cannot be found in the dll
      • Changed rendering without any texture to use solid white, ensures shaders use white rather than platform-specific settings to choose base colour
      • Changed DX11 3D model handling to increase performance by using static vertex buffers rather than the dynamic geometry path
      • NOTE: Changed iOS so if an extension implements onOpenUrl you will now need to add "annotation:(id)annotation" as a new argument
      • Added steam_upload_score_ext() and steam_upload_score_buffer_ext() for setting the always-update flag for leaderboards
      • Added texture_get_uvs(), which returns an array of UV-related values for a texture page entry
      • Added sanity check that there is an emitter for a particle system to use, now logs an error rather than crashing the game
      • Added ds_map_secure_load_buffer() to allow loading secure data structures when you don't have direct download access to a remote file

    Bugs fixed since 1757

    • 0019005 Scripts: Adding an existing script issue
    • 0019065 Mac: Mac app Splash Screen is low-resolution on compile, doesn't show on runs
    • 0020026 Functions: is_undefined() does not work on HTML5
    • 0020045 Extensions: ["fatal error: 'FacebookSDK/FacebookSDK.h' file not found" blocks iOS builds]
    • 0020046 Add a function to copy Steam cloud files to local storage
    • 0020096 Function: parameter_ functions report a duplicate set of command-line arguments
    • 0020549 Image Editor: Consecutive uses of 'Open' in image editor gives access violation at address 00404F9F
    • 0020026 Functions: is_undefined() does not work on HTML5
    • 0019005 Scripts: Adding an existing script issue
    • 0009558 3D: Scaling models/primitives also scales their normals
    • 0011656 Windows (YYC): 'self' not working in quite identical fashion to windows platform
    • 0015583 Win(YYC): YYC glitch - passing other/self into functions
    • 0018073 HTML5: If looping sound resumes from paused state, it does not loop anymore if not marked as Compressed - Streamed
    • 0018708 Functions: draw_getpixel(0,0) = instant memory leak
    • 0018963 HTML5: Using !true as array index does not address position 0
    • 0019083 Functions: Cancelling file dialogs gives corrupted string when using Windows (YYC)
    • 0019556 Windows (YYC): Using self as a script argument causes code to fail
    • 0019908 Shaders: problem with vertex_format_add_custom
    • 0020214 Source Control: SCM-enabled projects load extremely slowly compared to their non-SCM-enabled equivalents
    • 0020321 HTML5: switching tabs in Chrome stops audio looping
    • 0020554 Spine: Loading a Spine sprite from an included file doesn't free itself from memory afterwards
    • 0020571 Issues with strings in 1747
    • 0020780 d3d_set_perspective(false) fails to set view as orthographic for HTML5
    • 0020812 Equivalent expressions return different variable types
    • 0021297 HTML5: sprite_add() does not support cross origin
    • 0021357 YYC: No operators appear to be implemented for int64
    • 0021695 If you decrement a variable using -- that hasn't been delclared, the runner crashes
    • 0021771 md5_file() crashes on some computers
    • 0021978 Android: Using multiple extensions can cause CPU and RAM usage to become too high for Java, causing gradle to abort builds
    • 0022011 Windows (YYC): `repeat (1) continue;` is an infinite loop
    • 0022288 Android: "Duplicate constant" on build even though there are no files with constant included
    • 0022303 HTML5: Lack of Flurry analytics exception handling causes lag/hang
    • 0022525 Saving: Possible to corrupt resources by running project whilst unsaved name changes
    • 0022697 HTML5: Chrome draw_text performance issue (desktop only)
    • 0020458 Functions: Facebook Feed dialog crashes in iOS
    • 0020752 Functions: DLLs cannot be loaded when the game path contains non-latin characters
    • 0021920 Compiler: unchecking bluetooth gamepads disallows Android YYC building
    • 0022493 Scripts: Creating a duplicate script gives incorrect naming
    • 0022504 Extensions: Google Analytics Extension causes Android builds to fail
    • 0023076 Extensions: AndroidManifest.xml wrong injection
    • 0023167 Android: dex options setting to javaMaxHeapSize "4g" stops compile for android on 32 bit systems

    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

    Bugs fixed since 1749

    • 0020944 UI: Amazon Fire when using Standard license, Android tab missing in Preferences and GGS
    • 0020904 Steam: Having a steam app ID in a project and running your project within the IDE on Steam will crash the runner

    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

    Bugs fixed since 1711

    • 0019921 Android: get_login_async() stops the app
    • 0020157 General: GMK [incorrectly] considered corrupt [when importing]
    • 0020004 Android: Android 65K Reference Limit [com.android.dex.DexIndexOverflowException]
    • 0020043 Global Game Settings: Generating Texture Pages fails for all targets
    • 0020163 UI: Presence of a macros disrupts enum syntax highlighting
    • 0020261 iOS: Xcode fails to [submit package to store because] expecting 167x167 icon for iPad Pro
    • 0020284 Objects: activation exhibits synchronization problems in a few areas

    Version 1.4.1711 27/01/2016


    Changes since 1.4.1690

    • IDE
      • Fixed IDE not wanting to close down because clean-up thread not finished yet
      • Fixed script window handles remaining in memory and causing other issues when you've closed the script via the green tick
      • Note: This should also stop issues with code files overwriting each other
      • Note: It also stops the IDE lag seen in the last couple of beta releases
      • Fixed a method of getting access violations when closing multiple windows too rapidly
      • Fixed multiple issues with renaming resources causing saving issues (missing in-game, parent info lost)
      • Fixed asset loses parenting if the parent is not already above it in the resource tree when both are imported
      • Fixed moving a tabbed script whilst renaming it will rename the wrong tab
      • Fixed creating "duplicate" events by cancelling a Change Event confirmation dialogue
      • Fixed gml extension scripts being truncated to just the one tab when you change a tab's contents
      • Fixed issues with reordering configs in Config Manager causing the configs to become corrupted
      • Note: We also removed the Cancel button and "save your changes" prompt on close, as changes have always been written immediately
      • Fixed "Use for 3D" checkbox marking a sprite as changed each time you viewed its properties
      • Fixed issues with several git source control commands not working as expected
      • Fixed GGS texture preview button failing if your temp folder path has a space in it
      • Fixed free Android testing not working for some Pro license holders
      • Changed Win8/WP8/PS4/Xbox One YYC platforms to use the Visual Studio path you provide in Preferences > Windows
      • Note: Means you can more easily control which version of VS is used - WP8 needs VS2012, for example
    • Debugger
      • Fixed some crash issues with watches and breakpoints (see bugs fixed below)
    • Compiler
      • Fixed asset compiler crash when image+border > texture page size. You'll get a compiler warning instead.
      • Fixed is_bool() not being found
      • Fixed some YYC-specific issues (see bugs fixed below)
      • Removed os_amazon, as notified in the release notes for 1690
    • Mac OS X
      • Fixed game crash occasionally seen on El Capitan OS X installs when quitting/restarting the game
      • Fixed game crash on startup if the user has selected OS X option to autohide menubar
      • Added codesigning support to NON Mac AppStore builds (AppStore ones are signed by Xcode when submitting) to fix "damaged" message
      • Added a new GGS field for supplying the certificate to sign with
    • Android
      • Fixed build.gradle expecting a version of the Support Library which matched Build Tools's version number
      • Note: If you use our Facebook extension, please see 0020039
      • Fixed multiple issues for wifi Settings button so that if connections need to be edited, this is applied safely and correctly
      • Fixed Android depth buffer not being set correctly in 3D apps
      • Fixed GGS OUYA packaging options being hidden by other UI elements
      • Fixed Google IAPs and other licensing issues because the key wasn't written out unless project uses Google Play Services ext
      • Fixed crash when using get_login_async()
      • Added the PC's IP address and Web Server port into the build manifest so wifi runner connections know where to connect to
      • Added a GGS field for supplying the version of the Support Library you want to use
      • Changed GGS default for new projects to "23.0.2" for Build Tools and "23.1.1" for Support Library
    • Steamworks
      • Store games crashing in current Steam beta is due to games not using the 1.33a SDK version we advised to use
      • If you know this applies to you, please update your game(s) asap!
      • Changed to v1.35a so we match Steam's changes in their beta client branch
      • Note: You will need to install this version also
      • Also changed the initialisation of functions to a more flexible system which better supports using the wrong SDK version
      • Fixed crash of game when being shut down by Steam in order to restart from steam client
      • Fixed F_SteamUGC_GetSubscribedItems giving the wrong return value
    • Misc In-game
      • Fixed string concatenation issue in 1690 requiring string() to be wrapped around some string variables
      • Fixed issues comparing "variable == undefined" on YYC platforms
      • Fixed issues with variables becoming undefined if overwriting itself on YYC platforms
      • Fixed multiple issues with a few networking initialisation functions - see bug list below
      • Fixed crashes when adding an int64 into a DS map, e.g. calling when steam_ugc_create_item()
      • Fixed memory leak calling ini_close()
      • Fixed file_delete() so it works with non-English characters in the project folder name
      • Fixed HTML5 audio file loading delays on iOS when using custom loading bar
      • Note: Custom bars now run the same setup code as built-in, so if you have issues with custom bars, send a sample
      • Changed so persistent objects' alarms will still fire if a room change has been triggered by a different object in that step
      • Changed pixel shaders which fail to compile will no longer show code errors on startup - use shader_is_compiled()!
      • Changed YYC code error messages when invalid operator comparison is found so now prints values of the compared variables

    Bugs fixed since 1690

    • 0019890 Windows 8 JS: Using either "game_display_name" or "game_project_name" constants will crash your game
    • 0019907 Functions: get_integer_async() does not return an id, instead "undefined"
    • 0019919 Saving: Sprite editor closing problems (Used for 3D)
    • 0019930 Networking: http_post_string introduces random characters to data at 131kb
    • 0019058 Variables: Variable differs in value depending on how you access it [on YYC platforms]
    • 0018941 Windows (YYC): Bit shift bug
    • 0018489 Android: Polygons missing in [3D] model
    • 0018923 Networking: network_connect's async_load map is missing "id", has "socket" instead
    • 0019914 UI: Getting "Cannot have more than 64 windows open" error when [a much smaller number of] windows open
    • 0019960 UI: Interface lags terribly since latest update
    • 0019991 Saving: Scripts not correctly closing
    • 0018923 Networking: network_connect's async_load map is missing "id", has "socket" instead
    • 0018681 Networking: network_create_socket_ext() always returns successful
    • 0018938 Networking: network_connect_raw() always returns 0
    • 0019210 Networking: network_connect_raw returns >0 when it cannot resolve the address
    • 0019967 General: Access violation when close created resources en mass
    • 0019936 Events: Breaking out of alarm event loses other simultaneously set alarms...?
    • 0019861 Shaders: Machine with old gpu is [giving runner code error about shader not compiling, when this should be ignored]
    • 0019935 Saving: Changing the order of configs makes them all rewrite their paths based on old list order
    • 0018393 Image Editor: Trim control opens window for "cropping". Window title should be changed
    • 0019989 Variables: Extra string() now required around some strings, otherwise string can't be appended-to
    • 0019979 Windows YYC: undefined is not equal to undefined
    • 0020012 Source Control: Built-in git.scmconfig.xml contains numerous errors
    • 0019988 Functions: Memory Leak [when reading in from a text file in a Draw event]
    • 0020039 Android: Projects can't build if Build Tools and Support Library are different version numbers
    • 0018262 GGS: Texture Pages Preview does nothing [if there is a whitespace in windows username]
    • 0019862 Amazon Fire: App crashes when selecting settings button for runner web server connection
    • 0019958 Saving: Changing an event and cancelling the dialogue creates another event without changing the original
    • 0019929 Saving: Renamed assets do not get updated in project properly
    • 0020010 Saving: Renaming a parent results in child not inheriting from the parent
    • 0019970 Saving: Asset loses parenting if the parent is not [above it] in the resource tree [when both are imported]
    • 0019959 Saving: Moving a tabbed script whilst renaming it will rename the position of the script rather than the actual script
    • 0018216 Extensions: Right-click => Open in Editor truncates GML files to only the first defined function
    • 0019923 HTML5: Excluded resource causing black screen on compiles
    • 0020051 Functions: ds_list_sort has changed the sort outcome
    • 0020052 Variables: Comparing a variable that is a number to a string will crash the runner
    • 0020020 Debugger: Gamemaker Debug Crashes when Paused, or Realtime Update enabled
    • 0020058 Debugger: Runner crashes when your project has a breakpoint in it
    • 0019921 Android: get_login_async() stops the app
    • 0019702 General: IDE refuses to shutdown when the close button is clicked
    • 0020071 Functions: file_delete() stops working within a larger project
    • 0020019 Variables: Windows YYC Builds "Forgets" Variables
    • 0019621 Functions: nonarray[@index] [reads/writes using accessors] do not throw errors
    • 0019842 Android: [Free] testing (when not owning the Android module) seems broken
    • 0020090 Steam: Steam beta client causes all games to crash on startup
    • 0018182 Steam: [Checking for bought DLC] doesn't work for Linux [using Steamworks v1.33b]
    • 0020112 Saving: Creating a new sprite via object form doesn't save sprite details to the object's gmx

    Version 1.4.1690 10/12/2015


    Changes since 1683

    • IDE
      • Changed the saving system for all code/script windows to stop issues with code replacing and duplication in the wrong place
      • Added multiple fixes to stop cascading AV occasionally seen on closing a script form/the IDE
      • Added even more fixes to avoid the IDE not wanting to close
      • Made GGS > Windows > "sleep time" default to 1, not 10, to reduce in-game CPU usage
    • Compiler
      • Fix for generated Xcode project failing to build if iOS project name starts with a digit - now converts digits to _
      • Cleaned up some unnecessary commands being run on the Mac when building for iOS
      • Fix for making a Ubuntu .zip when the project has spaces in the name
    • Debugger
      • Fixed crash when using var = !var
      • Fixed breakpoints for scripts not working in recent releases
    • Misc In-Game
      • Fix for network_send_udp_raw() crashing your game in 1683
      • Fix so gamepad discovery events now fire on game_restart() and when resuming from Amazon system menus
      • Added os_amazon

    Bugs fixed since 1683

    • 0019858 Functions: network_send_udp_raw crashes the runner
    • 0019843 Windows YYC: Cannot simply assign one cell of an array to another...?
    • 0019855 Debugger: Crash when using var = !var
    • 0019700 Rooms: AV when you choose to not save Object Creation Code changes within a Room using the close button
    • 0019701 Rooms: Objects become invisible in rooms when you choose to cancel the room saving dialog ignoring object creation code changes
    • 0019703 Rooms: AV when you choose to not save Room Creation Code changes within a Room using the close button
    • 0019704 Rooms: Objects become invisible in rooms when you choose to cancel the room saving dialog ignoring room creation code changes
    • 0019695 Extensions: Using In App Purchases [the Google Play Services extension] needs the billing permission
    • 0019516 Functions: ds_list_find_index fails if the value looking for is a ds_map
    • 0019851 Amazon Fire: Gamepads detected via system event stop working after system button pressed
    • 0019878 Debugger: Breakpoints within the IDE aren't being recognised by the debugger when in SCRIPTS
    • 0019697 Saving: GameMaker replaces code in one event with code from another event
    • 0019889 Amazon Fire: There is no os_type return for an Amazon Fire device

    Version 1.4.1683 03/12/2015


    Changes since 1675

    • IDE
      • Fixed another method of the IDE not wanting to close down because it is trying to finish off writing to disk
      • "clear all breakpoints" now clears breakpoints in room creation code and timelines
      • GGS > Windows default vertex buffer method is now "Compatible", not "Fast"
      • This is also forcibly applied to all projects (once), so you will need to change manually if you don't want Compatible
      • Note: We already added support to toggle this optimisation level in-game, so see Misc In-Game for 1675 to get function names and details
      • Default time for tooptips (for a fresh install) is now 4 seconds, not 300ms
    • Debugger
      • Fixed a crash if you have set a breakpoint in Timeline or Room Creation Code
    • Android
      • Fixed run issue where game crashes on start-up, but Create Exe works fine
      • Fixed run issue on Lollipop/Marshmallow where "Always do full install of APK" might give errors because folders aren't created properly
      • Fixed YYC clean not removing cache directory properly
      • Fixed issue with bools not being passed to extensions correctly, always being 0
      • Runner now uses relative layouts in order to maintain compatbility with current versions of Android OS - fixes multiple Lint warnings also
    • iOS
      • Runs now obey your Xcode-select setting if you have multiple Xcodes installed, the same as Create Exe added in 1675
      • Removed a text-drawing optimisation which caused some font issues on iPad2s specifically
    • Misc In-Game
      • Fixed Windows in-game mouse lag/stuttering introduced in EA460
      • Fixed Draw Score DND action showing an incorrect value
      • Fixed draw_sprite_stretched_ext()
      • Fixed a YYC platforms memory leak when concatenating strings
      • Fixed dot_product() applying arguments in wrong order and giving incorrect result since EA460
      • Fixed an issue with high volumes of network traffic causing packet corruption
      • Added checking for XInput 1.4 on Win 10 machines if Xinput 1.3 can't be found, fixes gamepads not working for some users
      • Added is_bool()

    Bugs fixed since 1675

    • 0013252 WP8: winphone_license_trial_version() returns false when running Trial version of the app
    • 0013491 iOS: Text not working correctly on iPad 2
    • 0018882 UI: the option "clear all breakpoints" doesn't clear breakpoints in room creation code [or timelines]
    • 0018908 Android: Audio create stream problem
    • 0019482 Input: There's some timing issue with the mouse
    • 0019612 Debugger: Crash [if you have set a breakpoint in Timeline or Room Creation Code]
    • 0019640 Android: Large number of projects fail to run on Android in the latest version
    • 0018855 Suggestion: UI: Set the default timeout for the tooltip as [4000]ms
    • 0019800 Networking: Game Breaking, Client recieves random packets with junk data
    • 0019818 Functions: dot_product() has had arguments applied incorrectly since EA460
    • 0019516 Functions: ds_list_find_index fails if the value looking for is a ds_map
    • 0019620 Sprites: "Use For 3d" [texture page] is broken [for sprites with multiple frames]

    Version 1.4.1675 19/11/2015


    Changes since 1657

    • IDE
      • Reshuffled the targets list to put YYC next to VM versions and order a bit better according to usage, plus add in the new modules (see below)
      • Several fixes to stop the IDE getting stuck trying to shut down
      • Fix for access violations and "Cannot focus a disabled window" message most often seen during a project load dialogue
      • NOTE: this removed hotkey support for the Targets, Configuration, and Knowledge Base fields (Alt+K/C/T)
      • Fix for access violations and "Cannot focus a disabled window" message most often seen when multiple IDEs open
      • Fix for room editor defaulting to Tiles rather than Settings in 1657
      • Fixed issue with SCM spawning terminals for every command - now only when using Git and for Clone, Push and Pull specifically
      • New Preference in the Android section to specify an IP address for ADB to connect to each run/build instead of using USB
      • Enums now have code completion and syntax colouring - they look the same as macros
      • Warning message added on saving files when your system clock has gone back in time since the last save time (time zones/daylight saving, etc.)
      • Very short delay added on opening an object form before you can interact with it - stops accidentally changing object on double-clicking to open
      • Made obsolete the functions/constants for OpenFient, PocketChange and PlayHaven
      • Fix for shaders saving incorrectly and one part overwriting the other
      • Fix for news feed not appearing when creating a new project on the Welcome screen
      • Fixes for importing audio and .zip files from Marketplace assets
      • Fix for AV on trying to close and save changes to a timeline when you've just deleted a moment
      • Renaming an object will close any currently-open event code windows so you can't open duplicate code windows following the rename
      • Fix for action list becoming corrupted when cutting and pasting events into actions & vice versa
      • Fix for importing a resource with the same name as another already in a project will silently overwrite
    • Compiler
      • Fix for line numbers reported being out by one
      • Fix for the cropping flag on texture groups being reversed in EA465
      • Several fixes for making Mac OSX builds when using Xcode 7
      • Fix for Linux and Mac OSX YYC Missing _YYGML.h header error
      • Spine skeletons can have their animations set to null in order to reset to default
      • Runner Extensions Clean-Out
        • Extensions previously built-in to the runner on Android and iOS have all been removed - you now control which ones you want re-added
        • Will download the extension from the Marketplace if not already local, then you can import as required
        • Allowed us to update them all and better maintain going forward, plus reduce game package size and build times
    • Windows
      • New GGS setting added to allow overriding loading all texture pages on game start-up
      • New GGS setting added to select the vertex buffer management method using by the standard drawing path ("Compatible" is Studio up to now)
      • New GGS setting added to allow the use of manual vsyncing, which might result in more consistent performance
      • More accurate sleep function used on Windows to avoid juddering in-game
      • New GGS setting added to control the sleep margin and avoid seeing higher reported CPU usage
      • Fix for modifying argument values in a script occasionally causing garbage to be returned on YYC
    • Mac OSX
      • Changed to a new sound engine which should be more reliable - fixes issue with initial part of sounds being missing
      • Removed accidental forced team ID C9E7J7HL3D for certificate used when building
    • Android
      • Changed the package build toolchain to use gradle, as Google are removing the tools we used up to now
      • NOTE: needs the Android Support Repository installed in Android SDK Manager's "extras", plus latest build/platform tools. We are updating our FAQs
      • You will now also get a Lint compiler report of any issues/suggestions the Android tools found during your build
      • NOTE: we are aware that some of the warnings reference runner-side issues. These will be fixed in due course
      • Runner builds now use your game's own keystore and GGS details (but append "as YoYo Runner" to name so you can tell which is which), so ads/IAPs, etc., will now work
      • Lots more configuration added to GGS > Android so you can control min/target API, build tools version to use, etc.
      • Cache build information and reuse it if simply changing device or dropping a architecture and building again
      • Removed some compiler optimisation flags to prevent crashes on Android 5.0.1
      • Device sleeps more often when not busy on Android to reduce power usage
      • NOTE: IAP support is now controlled by the presence of the Google/Amazon extension, not GGS. Also has different function names required
      • NOTE: Android TV is not supported by packages made in the Android target
    • iOS
      • Removed GGS provisioning profile selector, as for quite a while Xcode has picked this for you anyway
      • Support for Xcode 7+ and iOS 9+ - including a change to match the new name for Simulator
      • Fix for crash in iOS 64 bit with some buffer calls
      • Fix for argument_count in YYC
      • Fix for some newer developer certificates not appearing in the GGS provisioning drop-down list
      • Submission fix for ERROR ITMS-90475: "Invalid Bundle. iPad Multitasking support requires launch story board in bundle"
      • Fixes for Tests not running on iOS (especially with Xcode 7) - note that you may still have occasional deploy/run issues with Tests
      • Added device_ios_iphone6s and device_ios_iphone6splus
      • Stopped multiple compilations of your project when running on iOS and removed a lot of the console output
      • Made Create Exe just compile the archive and then open Xcode Organizer, so you can submit/make ipa as you wish
      • Because of the above change, there is now no copying back the archive to the PC, so no prompt for filename with Create Exe anymore
      • Also added Preference to make your Xcode projects and put them on the Mac, but not build, allowing you to build/run/edit as you wish
      • Made Run not use the webserver, as it has its data file already, so that installs a build on your devices that you can run
      • Added a selection of simulators to the device/Simulator selector in File > Preferences > iOS, so now you can pick which simulator to launch
      • A cache clean is now always performed on the next run/build when moving between YYC/Non-YYC
    • HTML5
      • Fix for audio not playing on iOS 9. You now need a mouse released event to fire before you attempt to play audio, not a mouse pressed
      • Fix for submitting untextured vertices with frozen vertex buffers
      • Fix for WebGL draw_point() and draw_rectangle() drawing at x-1,y-1
      • Fix for audio queue buffer ID being returned as -1 rather than the ID of the buffer
    • Universal Windows Platform ("UWP") beta - new module!
      • Unlocked now for Master Collection users, so if you have Master use Help > Update License or manage your YoYo Account to get the new target
      • Windows 10 desktop support only at the moment (you need to be running Windows 10 and have Visual Studio 2015 also)
    • Misc In-Game
      • Fix for random number generator - if your existing game uses seeds, you will likely want to call random_use_old_version() on game start
      • Performance increase for all variable-handling, but especially strings
      • More efficient garbage collection on all platforms
      • Dynamic geometry path now uses a single vertex buffer for all geometry (regardless of format) rather than multiple buffers - much more performance for SWFs
      • If calling draw_skeleton from an instance that has a skeleton already we now just use that
      • Fix for vertex buffer pointer not being reset
      • Fix for window appearing when -headless is on since we added splash screens on Windows again
      • Fix for -noaudio command-line switch not working
      • Fix for way of getting stuck in an infinite loop while checking an mp_grid path
      • Fixes for persistent objects/rooms occasionally losing some of their variables
      • Fix for url_open() on Windows converting // to / in some browsers and when not English language OS
      • Fix for median() so it works as intended
      • Fix for crash calling skeleton_bone_state_get() on root bone
      • Fixed phy_joint_max_length(), phy_joint_length_1/2, phy_joint_translation() & phy_joint_anchor_x_x to scale according to PixelToMetre scale
      • Fix for some potential issues with Steam whitelisting with UTF8 directories with file_exists() on Mac and Ubuntu
      • Fix for UTF8 directory names for save areas on Ubuntu (additional to the above fix)
      • Added alarm_set() and alarm_get()
      • Added display_set_windows_vertex_buffer_method(method), where method is 'vbm_fast', 'vbm_compatible' or 'vbm_most_compatible' as described above
      • Added display_set_windows_alternate_sync(true/false)
      • Added display_get_windows_vertex_buffer_method()
      • Added display_get_windows_alternate_sync()
      • Added path_get_time(ind, speed) function
      • Added random_use_old_version() function, as mentioned above

    Bugs fixed since 1657

    • 0019084 UI: Accidental adding of D&D items on double-clicking obj [when object opens over the resource tree]
    • 0019066 Functions: "Could not locate finalization function" error on game_restart()
    • 0019068 Android: Android Export building for not selected architectures
    • 0018940 Objects: Renaming an object [via its properties window] makes it not exist anymore
    • 0019055 Spine: After cleaning cache sprites of spine displayed incorrectly
    • 0019053 Debugger: Debugger [itself] has huge memory leak
    • 0018987 Marketplace: Published marketplace project [audio files import] error
    • 0017629 Marketplace: *.zip wont upload on marketplace as "included files"
    • 0019062 HTML5: Cannot run HTML5 - blank screen, Javascript error in a system (?) function
    • 0019121 Openfeint constants/functions back in code complete
    • 0019118 ugc functions have a mix or camelcase and underscore typing, plus typo with "visiblity"
    • 0019133 Functions: Pocketchange and PlayHaven functions still appear in code-completion, yet aren't valid as of EA460
    • 0015750 Saving: Vertex shader sometimes gets overwritten by fragment shader
    • 0019050 GGS: White text on white drop menus for UWP and Amazon Fire texture page size dropdowns
    • 0019094 UI: [News feed window does not get created if you create a new project on Welcome screen]
    • 0019064 iOS: Submission through iTunes Connect or Application Loader fails
    • 0018947 Mac: Code-signing choosing non-existent code-signing identity
    • 0019148 Saving: Trying to close timeline properties after deleting a moment can result in AV and unable to save changes
    • 0019176 Windows Phone 8 (YYC): Game crashes on start-up after splash screen
    • 0019079 Functions: Accented characters cause issues with specific functions
    • 0019229 GGS: Can't enable the Amazon API checkbox if the extension is inside My Library
    • 0017041 Android: Can not run for Android [even though apk works - "sending message to a Handler on a dead thread" error]
    • 0019230 GGS: Disabling the Orientation checkboxes doesn't disable that orientation on Amazon Fire
    • 0018948 GGS: Huge Memory Leak [on each open]
    • 0018503 Windows: url_open('http://www.google.nl' [^]); wrong url sent to browser, double slash becomes single slash
    • 0018850 Functions: Reading an EOF from buffer as a string yields -3
    • 0018696 Spine: draw_skeleton functions don't render attachments
    • 0018932 Spine: accessing root using skeleton_state_get_bone creats freeze or crash
    • 0017673 Physics: physics_joint_get_value returning incorrect values for rope joint
    • 0018457 HTML5: vertex_submit texture parameter crash
    • 0018401 Functions: Memleak when comparing string with undefined
    • 0018425 Particles: part_type_destroy causing [game to] crash
    • 0018945 Win(YYC): Certain "nested" functions behave oddly
    • 0018308 Win(YYC): Project crashes in Windows YYC doesn't crash in Windows. Disabling steam delays the crash
    • 0018903 iOS: string(argument_count) fails in YYC when using JSOnion
    • 0019009 Networking: crash inside network_send_udp()
    • 0019020 Opening new Rooms has the tiles tab open by default (should be settings tab)
    • 0018956 Suggestion: Source Control: Allow batch files (*.bat) to be selected as the SCM executable
    • 0019022 Windows: [show_error() on game startup will cause a runner crash when clicking Abort][crash part]
    • 0018753 Windows: Game crashes on close when using game_end()
    • 0019269 Android: http_request() ignores the method argument and always uses POST
    • 0019268 Android: HTTP response headers are always missing on Android with http_request()
    • 0016795 Debugger: new debugger crashes
    • 0019340 Events: Renaming an object allows you to open more than one instance of the same event
    • 0019374 Extensions: Importing a resource with the same name as another in a project causes unwanted overwriting
    • 0019517 GGS - Windows Phone ID_CAP_MICROPHONE switches itself back on

    Version 1.4.1657 15/09/2015


    Changes since 1629

    • IDE
      • Fix for dragging DND/multi-selecting code actions to reorder them also corrupting the contents
      • Fix for corruption of audio source file paths on exporting .gmz
      • Also, audio source files are now also saved into the project folder immediately after adding to the sound resource
      • Fix for script errors you were warned about on opening the project being forgotten about after saving, not stopping builds
      • Fix for delay adding font ranges with very large number of characters
      • Fix for closing rooms leading to GM doing a large amount of work if room contained tiles, could cause IDE to become unresponsive
      • Fix for flipped objects unflipping when repositioning inside the room editor
      • Fix for processing sprite and background assets too many times on project load, reduces load time
      • Timeline code changes trigger the save flag immediately, so changes will be built/saved correctly whilst the code window is open
      • Fix for undoing code changes occasionally undoing wrong line or leaving cursor in wrong location
      • Extra explanation text added to YoYo Account log-ins for when using the new "2-step via authenticator app" method on account.yoyogames.com
      • Fixed Game Information to preserve .rtf formatting
      • Re-enabled the ability to change the origin of a Spine sprite inside the sprite properties window
      • Whitespace at the end of scripts now standardised
      • NOTE: you may see a lot of modified files next time you check in, as files are fixed. Should be one time only.
    • Compiler
      • Fixes for building Windows 8 YYC builds on Windows 10 machines
      • Fixed issue with case-sensitive Macs when building for OS X or iOS
      • Fixed issue with iOS Simulator run/build if you didn't have grep installed on your PC
      • Fixed issue with Windows YYC NSIS-type exe shortcuts when project name has a space in it
    • Misc In-Game
      • We have reverted the fix to floor() values passed in to place_meeting()/position_meeting(), etc. Going back to round() as per pre-1.4.1514.
      • Mouse Enter no longer relies on Mouse Leave to "complete" the event, so objects' Enter events now fire properly each time
      • Room persistence check added when changing rooms to stop "draw event before create event" issues
      • Fix for Windows 8 YYC not getting correct interpolation and scaling settings from GGS
      • Win 8 N and Win 8 YYC now return debug info to the compiler window log the same as many other platforms do
      • Fix for image_index differing in JS platforms and the Animation End event then not working
      • Fixes for game_save() making its required files/folders correctly and writing all variables
      • Fix for audio_group_gain() only working on sounds which are playing or have played already - now affects all sounds in group
      • Fix for game_restart() incorrectly ignoring that interpolation is set to off in GGS

    Bugs fixed since 1629

    • 0016548 Compiler: Possible to build a game despite code errors such as obsolete functions
    • 0018614 Fonts: Selecting a font range which is in the ten thousands crashes GameMaker
    • 0018672 Saving: Ability to overwrite code blocks when changing the action order
    • 0017799 UI: Ide always hangs [and sometimes doesn't recover] with a large project
    • 0018695 Physics: "physics_particle_group_end" now causes compiler error for missing arguments
    • 0018714 GGS: Steam: if you clear the field "steam ID" you can't re-open GGS
    • 0018685 Mac OSX (YYC): Case sensitivity issue [when building Create Exe "/XCode/Archives: No such file or directory"]
    • 0018779 Variables: int64 cann't use bit operation
    • 0018740 Events: 'mouse enter' only triggers once if there is no 'mouse leave'
    • 0018786 HTML5: Animation End event not triggering
    • 0018675 UI: Timeline code is not being updated until you close the dialog
    • 0018684 Rooms: Access Violation when you shift click an object in the room editor
    • 0018811 Rooms: Moving objects unflips objects in room editor
    • 0018858 Suggestion: General: The dates for each update are not displayed in the release notes
    • 0018862 Functions: game_save is currently not working when using an underscore
    • 0018863 Functions: file_text_open_append() and file_text_open_read() add broken debug text into the compiler log window
    • 0018856 Functions: ds_grid_copy, using a source grid that uses a defined width, but 0 height, doesn't carry the width over to the copy
    • 0018833 Audio: Audio groups set gain not holding its setting
    • 0018719 UI: Cursor doesn't respect the behaviour chosen [in the code editor when undoing grouped changes]
    • 0015924 General: Unexpected Behaviour when using collision_point/position_meeting on precise/imprecise collision masks [reopened]
    • 0018892 Rooms: Using mouse wheel on the drop down menu for tile layer moves the drop down menu
    • 0017821 Functions: game_restart() enables interpolation [overriding the GGS setting]
    • 0018905 Compiler: [Asset compiler error because boundary of custom sprite mask exceeds boundaries of bounding box]
    • 0017724 Windows (YYC): [NSIS installer] Desktop shortcut [and installer launch path] wrong when spaces in project name
    • 0018899 Account: Two-step authentication: Re-send email button [redundant] when using authentication app
    • 0018913 UI: "Cannot focus a disabled or invisible window" error prompt when restoring focus to GM:S's file loading progress bar
    • 0017277 Source Control: Opening and closing a Script [can add a blank line at the end, meaning needless SCM hassle]

    Please be aware we do not recommend using any versions older than this. If you feel you need to stay on an older version, then please report a Helpdesk ticket saying why, and we will look into this. Thank you.

    GameMaker: Studio 1 Early Access

    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