@Yves
Can I have an answer on this please?
Really messing up one my games ATM with language support in DX11.
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@Yves
Can I have an answer on this please?
Really messing up one my games ATM with language support in DX11.
turns out from more testing this feature doesn't work at all in dx11.
There's something that's always annoyed me in Fusion, and I can't imagine it's a behaviour that many people like, since it goes against what we're used to with most other programs. It's the fact that when you select a group of objects in the Frame Editor, then Ctrl-drag them to create a group of duplicates, the new duplicates become unselected as soon as you release the mouse, and the original group of objects is still selected instead. This is different to just about any other program I can think of (eg. File Explorer, Photoshop).
This just 'feels' wrong. To illustrate why, imagine that you select some objects, hit Ctrl-C and Ctrl-V for copy and paste, and now your original selection is still selected, instead of your newly pasted objects. Almost no program works this way (Excel is the only exception I can think of, and it's a special case). Even Fusion doesn't work this way, and correctly selects the new objects when you press ctrl-V. Ctrl-Dragging is basically a different method of copying and pasting, and so it should also work the same.
But the real problem is not that it 'feels' wrong, but that it often forces the the user into many unnecessary clicks. Because after making some duplicates you very often need to drag them to some other part of the frame (and you can't often drag them in one go because you need to first drag the canvas to get there). But in order to do this you need to manually reselect all the objects. This also means that when you ctrl-drag a bunch of objects, you have to be extra careful to drag them to somewhere where all of them will be easy to reselect. If you have a large selection, or one that includes offscreen objects, it can be hard to avoid dropping some of the duplicated objects underneath pre-existing objects, which means you then have to spend time rearranging stuff and toggling layers until you can find and select your new duplicates (if the new duplicates remained selected, this wouldn't be a problem).
Can this be changed?
Hi, in current version's profiler, if one event consumes less than 0.001ms, fusion will not show this line's time in profiler, which is the same as events that are not executed, which may confuse user that this line is not executed. Could this be tweaked in future's update? For example, display "less than 0. 001ms" or something else.
Another suggestion is, is it possible to add regular expression support in find all? It will helps alot when searching. If it's not possible, can we have something like "show all references" in find all? E.g., all objects with qualifier player have an alterable value ID, search "ID" will return all objects even if you want to search all references of a specific objects. Now we have to use workarounds : rename this object's value name, change ID to something specific, like IDAAAAAAA, then search, modify events and change the name back.
@Yves it's about the option "Right-to-Left reading" on Strings properties doesn't seem to work at all on DX11.
And he also asked for a action to toggle that during runtime, which would be good for text localization purposes.
Yeah a Toggle for "Right-to-Left reading" on Strings in the event editor.
So far this feature doesn't work in DX11 btw. (well for me)
plus if can, some alignment features for strings in the event editor.
Love to have some update on that AND something about external .ttf loading please. I'm tried of updating my entire game just to pack some font that the players system needs...
@Yves. There's a bug in Control X, where key INPUT get stucks for some reason. Will this be adressed eventually? I think you are aware of this bug, happens mainly on frame to frame transition.
@Yves Another Suggestion:
Button object's Check box mode
Get unchecked or checked as 0 or 1 in expression.
I wanted to use a Data Grid object, it looked very useful for my project where I wanted to have randomly generated objects combined from Data Grid object data values. However, I can't use this object because it breaks other extensions in fusion.
Just having a data grid object on the frame together with Control X will make the app behave strangely. Control X is not reading Input at all, or it reads input with random delays. So I tossed the Data grid object away from the frame and everything works again. Pity this extension doesn't work properly with others. Looked like it could be good.
@Brovic. I didn't know. So I tried this as the start of frame action: Window > Disable. This does not fix the control x issue, ControlX doesn't read input, so still no change. Anyway, I will use a hardcoded event and some actives strings as a list instead, it will be a bit more complicated than using a data grid but this way I have no extension conflict.
@CT Looking forward new F2.5 update, looking like one big and promising so far. Pity F3 is so far away, also hoping we could see more about it this year.
McAfee will falsely detect and delete the following files.
Module name: Suspect!71c2d9cd6c1c
ProgramFiles(x86)>ClickteamFusionDeveloper2.5>Exte nsions>Unicode>kcfile.mfx
ProgramFiles(x86)>ClickteamFusionDeveloper2.5>Data >Runtime>Unicode/sdrt.exe
For now building with "Unpacked EXE" enabled avoids this problem. Could you report it?
Attachment 31304
I found an error. Sometimes when copying a global object to another frame, the object does not result identical, despite having the same name, etc..
In the example I posted I modified the drawing of one of the objects and as you can see the other one didn't change.
Found an old bug that went unnoticed for long...
Objects with Static 'movement' will trigger Collide conditions every time they move despite never stopping overlapping the obstacle (backdrop or active).
Oddly enough if the obstacle is an Active with any movement but stopped, it also works correctly... So seems like having anything other than Static changes the Collide behavior, but Static makes Collide not work correctly.
Another small mistake:
When in the Base Frame of a Global Events, I update the icon of a particular object, the object's image doesn't get updated in the Global Events itself.
Bug.
I don't remember this happening before, but maybe it always did. When you reactivate an event inside a deactivated group, the event will run. Even though it's sitting inside a deactivated group (and nothing inside a deactivated group should run, right?). In the example below, you can see that the object gets scaled up to 4
https://bit.ly/3JOzgfU
@Volnaiskra I've seen something similar, rarely happens if you undo after disabling a group and deleting/adding some events, but in my tests, whenever I got this, trying to do something to this event or group would crash Fusion.
Oh, this shouldn't be possible, I mean, you can activate a event inside a inactive group, this is wrong.
But yeah, it comments the event line, not the entire group, meaning active event lines inside a inactive group will work, it doesn't seem like something we should be able to do tho.
I've seen this cause a crash when happening after a undo/redo, so it might be a problem...
There's an annoying issue on SteamWorks extension that I hope can get fixed on the next update...
It pairs the overlay to the EditWindow, this means extensions that manipulate the EditWindow (like Ultimate Fullscreen object) will result in a stretched, cropped off-screen overlay.
I was hoping the overlay could be changed to pair with the MainWindow if possible (as long it can display above the EditWindow) or maybe it would be necessary to create a new Window above the EditWindow were the overlay would show, the same size and position as the MainWindow.
It's one of the reasons people have stopped using Ultimate Fullscreen, which is really important to get pixel perfect resolutions in fullscreen.
I'm making a unofficial update for Ultimate Fullscreen, I was looking for a way to fix the Steam Overlay myself but I can't figure out how to do it, maybe it can only be done from the SteamWorks extension.
Then perhaps the best solution would be to disallow reactivating any event that's inside a deactivated group, by greying out "activate/deactivate line" in the right-click menu. Because as far as I can tell, reactivating such an event is completely useless. If you want the event to run, you still have to reactivate its parent group, which will automatically reactivate all events in that group anyway. So manually reactivating a single event inside a deactivated group achieves nothing, other than being potentially misleading.Quote:
Ugh. I bamboozled myself, and what I said above was completely wrong. I wish they gave us back the ability to edit posts D:<
Another potential complication from this issue (reactivating an event that is inside an already deactivated group) is that if you reactivate a child event, but its parent event is still inactive, it 'orphans' the child event. In the below example, the "immune" flag condition from event #655 is no longer checked (ie. event #656 runs even if the immune flag is on):
https://bit.ly/3OjeDvC
@Yves: To recreate this problem, you need to select the event first. If you try and reactivate such an event when it's unselected, you won't be able to because the option is greyed out:
https://bit.ly/3uOgQYf
I guess that's probably because you already foresaw this issue and disabled the option to reactivate these events. But if you click to select the event first, you get a different context menu that still lets you reactivate:
https://bit.ly/3rvE2IU
If anyone from CT reads this, please consider adding value Index in front of Values names. (PROPERTIES of the active object).
Global value already shows the number of Indexes before the name of value. However Active objects (frame editor - properties) are missing this. This would be a helpful feature.
Adding to the post above, different from how Global Values/Strings currently is, would be better if it was something like:
0 - Named variable
1 - Alterable Value B
Instead of:
0 (Named Variable)
1 (Global Value B)
Would look a lot cleaner... And I hope to see Global Flags one day, if this is not possible on 2.5, well, at least I'm sure it will be on F3.
Actually, that ( - ) pun can be confusing, I'd avoid that. :) @Naitor
I particularly don't agree because you can't use - on the names anyway...
But it doesn't look good wrapped by ()...
Alternatively, a separated column with just the index might look better.
Window Control's Attach to Desktop action don't work (at least on Windows 10 / 11 and maybe 8 as well)
It just makes the application window disappear completely, I tested it on Windows 7 and it worked fine
I don't know if it's related to a Windows API that doesn't work anymore but it would be really useful if it can be fixed
This can allow making desktop widgets and such, which is something I have wanted to do for a long time
In Layer Object when you select Sort by Y decrease, would be possible to add the possibility to specify which group (or object ) you want to sort?
For example
Sort > By Y (Decreasing) > Group.1
it is possible to copy paste an animation from one asset to another which is very convenient. unless I am mistaken, it is not possible to select several animations to paste them all into another asset, and yet it would be very convenient! maybe it is easily implantable?
il est possible de copier coller une animation d'un actif vers l'autre ce qui est tres pratique. sauf erreur de ma part il n'est pas possible de selectionner plusieurs animations pour toute les coller dans un autre actif, et pourtant ce serait tres pratique! peut être est ce facilement implantable?
There's a glitch that happens when the Layers Toolbar is docked and folded on the side of the screen while using a non-maximised Frame Editor window. When you're dragging an active object on the Frame Editor, the Layers toolbar seems to mistake the edge of the Frame Editor for the edge of the main Fusion window, and automatically unfolds whenever the active object happens to touch the edge of the Frame Editor. This can be a bit laggy and distracting, but the main problem is that it prevents the Frame Editor from scrolling when this happens (and since you dragged an active object to the edge, scrolling the Frame Editor is probably what you were trying to do).
This glitch happens on both left and right sides (ie. if you dock the Layers Toolbar on the left, then it'll also unfold if you drag an active object to the left side of the Frame Editor window)
https://bit.ly/3ODogFM
Maybe I am not understanding exactly what you meant here. Way I see it working is the layers toolbar opens so you can drag the active object out of the frame editor and onto the layer you want it on. That makes sense to me how I work with Fusion. Not sure how or why you want to scroll the frame editor if you are already dragging an object.
That should only happen if you drag onto (or near) the Layers Toolbar. It makes little sense for it to happen when you drag onto a spot 1000 pixels away from it (as in the example pictured)
Really? This is a really common behaviour, not just in Fusion, but in most programs. Once you drag an object to the edge of a window, the program recognises that you want to drag it somewhere beyond the current bounds of the frame, so it scrolls the view to let reach previously obscured locations. Basically all programs do this, whether it's dragging an active object in Fusion, a file in Explorer, selected text in Notepad++, or a highlighted row in Excel. You probably use this technique yourself without thinking about it; it's hard to move things long distances without it.Quote:
Not sure how or why you want to scroll the frame editor if you are already dragging an object.
The scrolling thing i thought you meant scroll it by using the scroll bar as you highlighted that in your pic.
Dragging an active near the edge of frame window does scroll the frame area on my system. When I drag it past the frame window scroll bar the layers toolbar opens.
There's a certain spot at the edge of the frame window where it triggers. If you go past it (into an empty area of the main Fusion window) and wait a few seconds, the layers toolbar will fold again. Then if you move the cursor (still dragging the active object) back into the frame editor, the layers toolbar will unfold again as you hit the edge of the frame editor window on your way back in. At least that's how it works on my pc.
I have a high DPI laptop screeen and I see this but perhaps not as severe in my case. Dragging to a point very close to the edge the layers panel looks like it shimmers in and out very so slightly, drag a bit closer (a couple of pixels) and I get the frame scrolling while the layers panel continues to shimmer, a bit closer still and it pops open properly. At this point I can drop the active on to a new layer but can't push scroll the screen while the layers panel is open.
I guess you'd be looking for a change to prevent the layers panel opening unless you drag the mouse out of the frame and into the layers toolbar tab?
Guys, you do realize that the next update will completely replace the API used for the graphical interface and be DPI aware, meaning these issues will probably not be present there, right?
It works ok for me how it is. I guess if you wait around outside the frame window with your assets until the layers toolbar closes again that's different. Personally I never really do that, I just drag stuff over to the layers toolbar and when your over there it stays open. Maybe a bit of extra time could be added to the layer toolbar before it auto closes. Don't think having to drag the assets to the layers toolbar tab to open it is a good idea. Its good being able to just drag the assets to the required layer how it is now.
Seems like its different for others Im running fusion at 3440X1440 and it works ok for me.
Looking forward to the update too. Be interesting to see how it changes things on high dpi monitors.
It's not about that. It's about two unrelated functions (A: scrolling the work area | B: opening the Layers toolbar) interfering with each other. To do A, you need to move very close to the edge of the window. But if you go too close by just a few pixels, it suddenly triggers B and aborts A, which is annoying.
If your Layer Toolbar is right next to the Frame Editor window anyway, then it may not be a problem. But look at my setup below. I have two Frame Editor windows on two monitors. My Layers Toolbar is docked on the far edge of the right screen (green bar). Yet I keep accidentally triggering it when I'm dragging an Active Object to the pink area. Not only does this annoyingly abort the scrolling, but it's pretty illogical, because the pink and green areas are almost half a metre apart X). I appreciate the benefit of the toolbar opening early so that it's ready to drag an item onto it by the time you get there. But it shouldn't open that early. Especially not if, as I said above, the trigger for it is going to be so close to - and will interfere with - the trigger for an entirely unrelated function.
Hopefully NaitorStudios is right, and this problem will go away with the new version, though I guess that mainly depends on whether Clickteam choose to use the same logic or not when programming this new API.
https://bit.ly/3voTw3P