Fusion 2.5+ Release Notes

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • Some last minute info about 2.5+, known issues, things we are still working on, etc.

    Please make sure you've installed the build 292.4. This list doesn't mention the issues that have been fixed in previous builds of the build 292. Also if you use the following extensions, make sure you get the latest version from the extension manager:

    Ini++1.5 (previous version was crashing in Load / Save Object functions)
    Surface (previous version was not optimized for DirectX 11)


    - DirectX 11 full screen: in the first release, the Change Resolution Mode option (or Set Full Screen action) is a fake full screen in DirectX 11 mode, it's more a "Maximize and Stretch mode". We'll make a true full screen mode work in a future update patch, hopefully very soon. If your app needs true full screen mode, then it might be a bit slower than with the previous version until we fix this issue.

    - DirectX 11 fonts: the way fonts are managed in this runtime is very different from the other Windows runtimes (see the Fusion 2.5+ DLC section in the documentation). By default Fusion embeds the TTF files of the fonts used in the objects of your application. This means all the fonts you use must be in existing objects. In a future update we'll add options to avoid embedding fonts or add a list of fonts to include.

    - DirectX 11 effects: DirectX 9 shaders have to be converted before you can use them with the DirectX 11 runtime. Lots of them have been converted, but not all. Quick documentation for the ones who want to convert shaders to DirectX 11 and already converted shaders Please login to see this link.

    - Mac editor: the DirectX 11 mode doesn't work when you run your applications from the editor, don't use it (you can use it when you build Windows EXE's though).

    - Active Direct Show object: (this issue is also in the build 292) the build-292 version of this object no longer works on Windows XP (in theory it works on Windows Vista with the latest service packs but I couldn't check). If you need to keep compatibility with Windows XP, you need to install the Please login to see this link. after you install the build 292 (or above) update patch. Note: if you use this old version in DirectX mode it will work , but video display will be slow.

    - Active Picture object: Flip Horizontally and Flip Vertically don't work in DirectX 11 mode. This problem with be fixed in a future update patch.

    - Qualifiers in global events: avoid using the same qualifier for 2 different object types in the global events (for example qualifier Neutral for both Active and Active System Box objects). This can cause random issues at runtime. We're working on this issue. Just use different qualifiers for different types of objects in the meantime.

    - Global events: in a general manner don't move Create Object actions from frame events to global events unless the frame contains the object you create. Otherwise the object will be removed from the frame and the action won't work. If there is no instance of the object in the frame, just create a new one and select "Create at start of frame" in its properties, and then you can move the action to the global events.

    - Debugger: the number of alterable values that are displayed in the debugger is 52. This is an error, this problem will be fixed in the build 292.8.

    Edited 31 times, last by Yves (March 26, 2021 at 1:10 PM).

  • Just wanted to say thanks for this great update! Seems (so far) to be working flawlessly in my project. A few things I would like to see though that would make this even better:

    1- Drag Drop multiple objects in workspace toolbar to folders.
    2- Inactivate/activate individual actions
    3- Line numbers on new text debug output (Maybe even with a double click to jump there option)
    4- A way to quickly overwrite a shortcut key when a conflict is found.(or a search function in the shortcut edit config) Re-assigning shortcuts is currently is a bit fiddly...(I had to re-assign everything again after the update.)
    5- Ability to delete unused global variables
    6- Folders for global variables :)


    Thanks!
    :)

    Edited once, last by grimmy (April 2, 2019 at 12:19 PM).

  • I'm really really happy to see Fusion grow and address some of the most wanted features.
    I used MMF for a long time and switched to Unity a few years ago. After several comparisons I can say that Fusion is already a better software than Unity in a lot of situations. And now that me and my team are back with Fusion, I'm extremely happy to see that Clickteam's team is doing their best to make Fusion grow beyond its limits.

    After buying and testing 2.5+, I have two specific questions:
    1- Will 2.5+ have an .hlsl editor, the same way that .fx has?
    2- Also, I'm really excited to test my game on 2.5+ Dx11 but I can't because I use a lot of custom shaders and while I do know how to code hlsl, I don't know what .fxc are and how to generate it. Could someone just give me a little tip on .fxc files so that I can investigate it for myself?

  • "5- Ability to delete unused global variables
    6- Folders for global variables :)"

    Hi,


    Where did you see that you could create variables with Fusion?

    -------------

    Salut,


    Ou as tu vue ça toi que ont pouvais créer des variables avec Fusion ???

  • I'm really really happy to see Fusion grow and address some of the most wanted features.
    I used MMF for a long time and switched to Unity a few years ago. After several comparisons I can say that Fusion is already a better software than Unity in a lot of situations. And now that me and my team are back with Fusion, I'm extremely happy to see that Clickteam's team is doing their best to make Fusion grow beyond its limits.

    After buying and testing 2.5+, I have two specific questions:
    1- Will 2.5+ have an .hlsl editor, the same way that .fx has?
    2- Also, I'm really excited to test my game on 2.5+ Dx11 but I can't because I use a lot of custom shaders and while I do know how to code hlsl, I don't know what .fxc are and how to generate it. Could someone just give me a little tip on .fxc files so that I can investigate it for myself?

    I'm going to upload a quick doc very soon.

    EDIT: not sure yet about the HLSL editor, maybe.

  • Global Strings and Global Values are all Global Variables :)


  • 1- Drag Drop multiple objects in workspace toolbar to folders.


    As of 292 you can now do this, albeit indirectly. Go to the frame editor and copy multiple objects into a folder in the object window. The changes will also show up in the workspace toolbar.

    Please login to see this link.
    My Fusion Tools: Please login to see this link. | Please login to see this link. | Please login to see this link.

  • Will there be a Steam license conversion option for 2.5+ as well, just like the standard/developer and exporter options? IE: Steam to Stand-alone and/or vice-versa.

    Zexmaix ~> The Defiant Hero

  • As of 292 you can now do this, albeit indirectly. Go to the frame editor and copy multiple objects into a folder in the object window. The changes will also show up in the workspace toolbar.

    Thanks, I saw this, but for lots of reasons it would be much faster to drag and drop them in the file browser. Only being able to drag one at a time is not very practical and using the frame itself is fraught with potential problems (in my project at least). I understand there are workarounds for lots of things but I just thought I'd mention something that 'might possibly' be a simple fix. Just being able to 'compartmentalize' things is important for me as its quite a large project now.

  • For the ones who experience issues with the Save / Load object functions of INI++1.5 in the build 292, please test this Please login to see this link., let me know if it fixes the problem, thanks!


    Salut, stp a quand une version française de se superbe objet ? -> Jamais ? :(

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