Since the bug box is currently down for maintenance and my support email to support@clickteam.com just bounced, I'll post this here to get it over to Clickteam. Perhaps other steam 2.5+ users can confirm the bug too, as I don't know if it's just me or an actual problem. (I don't own any other 2.5+ enabled version of fusion or other PCs to test with.)
I'm running the latest version of Steam Clickteam Fusion, with 2.5+ extension.
I believe I have found a bug with object counts not resetting/updating at the end of an event processing. These events used to make a series of objects (like for a health display).
Start of Event Code (Pasted from fusion, maybe that can help with testing.)
* Always
Active : Destroy
* Always
Special : Start loop "ui_healthbg" Global Value B times
* On loop "ui_healthbg"
New Objects : Create Active at (0,0) layer 5
* On loop "ui_healthbg"
+ Active: Flag 0 is off
Active : Set X position to ( ( ( NObjects( "Active" ) ) * 20 ) - 20 ) + X Left Frame
Active : Set Y position to Y Top Frame
Active : Set Flag 0 on
Special : Send Str$(X( "Active" )) to output window
END OF CODE
In the attached application, the objects are positioned wrongly from the second frame onward. You can confirm this by pausing the application quickly after starting it in debugger, and scrolling the debug text log up to the first and second loop. (every loop the objects being positioned reports it's x axis on the debug log for the sake of tracking the bug.)
As you can see, the first time MMF correctly counts 0 of the object and sets the positions starting at 0 x axis. However, the next frame, despite the "Destroy object" command, fusion will position the objects as if the first set of objects is still there, resulting in the entire bar of objects being offset by the "phantom" extra width.
The actual end of frame Object Count in the debugger is reporting 4 active objects, as expected. However, the NObjects count is no longer updating correctly during event processing. In previous Fusion versions the above event code works fine, as it's how I did my health bars for games like Drake on Itch.io
Another aspect of this bug is that any code relying on "number of objects" comparisons will fail to work properly. For example, if something checks if the number of objects are greater then a value for destroying copies of the object, the "phantom objects" will cause the code to remove more then expected. (Fusion basically thinks there are already enough of the object due to counting the "deleted" objects, never actually stopping deleting the objects till all of the objects are removed. Sometimes it also ends up removing none of the objects and just continuing with the code, I assume this is the result of it selecting the "phantom objects" for removal. Either way, the physical number of objects in the frame will not be the expected result of the event code.)
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(The active object is simply a regular newly created active, in my game it's a 20x20 health icon, but I wanted to keep the bug example as straight forward as possible.)