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Thread: Fusion 2.5+ Release Notes

  1. #151
    Clicker Fusion 2.5 MacFusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    Fuuriokun's Avatar
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    Found out why this happens, if any frame has the extension Advanced Menu Object any frame that isn't the frame that has it freezes when clicking the menu or top bar.

  2. #152
    Clickteam Clickteam

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    Is this really new? Because from what I see, the bug is in the Advanced Menu Object and I don't see any change in Fusion that could have caused this. Actually it's caused by 2 bugs. Fortunately I've the source code of this object, I'll push a fix in the Extension Manager.

  3. #153
    Clickteam Clickteam

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    Should be OK. Please update the object from the extension manager and let me know.

  4. #154
    Clicker Fusion 2.5 MacFusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    Fuuriokun's Avatar
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    Thanks, Yves!

    Also, since you got the source code, could this issue be fixed?
    If you make a counter to show how many itens there are inside a submenu, it will flash between the actual number and -1, and sometimes it start as -1 and doesn't change at all.
    The problem is: When it's -1 it means that the sub menu cease to exist temporarily, so if you add or delete an item when it's -1, it will not be changed.
    This is super bad for fastloops that add or delete items for example...
    I was deleting the entire submenu just to add new things as a workaround attempt, but it still break the adding part of it...

  5. #155
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleUniversal Windows Platform Export Module
    Fusion 2.5 (Steam)Universal Windows Platform Export Module (Steam)

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    Ca serait très intéressant d'avoir de nouvelles extensions dans le runtime html5. Vraiment ca fait tres longtemps qu'on a pas eu de nouvelles extensions ou des extensions provenant du runtime windows convertient au runtime html5 comme par exemple capture ecran, quizz objet, etc....

  6. #156
    Clickteam Clickteam

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    Quote Originally Posted by Fuuriokun View Post
    Thanks, Yves!

    Also, since you got the source code, could this issue be fixed?
    If you make a counter to show how many itens there are inside a submenu, it will flash between the actual number and -1, and sometimes it start as -1 and doesn't change at all.
    The problem is: When it's -1 it means that the sub menu cease to exist temporarily, so if you add or delete an item when it's -1, it will not be changed.
    This is super bad for fastloops that add or delete items for example...
    I was deleting the entire submenu just to add new things as a workaround attempt, but it still break the adding part of it...
    Could you send me a simple MFA that shows the issue please?

  7. #157
    Clicker Fusion 2.5 MacFusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export Module
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    Fuuriokun's Avatar
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    Advanced Menu Object (BUG).mfa

    I used the example that comes with it, but added the problematic features to make it easy to see.

  8. #158
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    Volnaiskra's Avatar
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    Quick question: does the 'power of 2 rule' still apply in dx11? (ie. Will a 104 x 87px image still consume as much memory as a 128 x 128px image)?

  9. #159
    Clickteam Clickteam

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    In DirectX11 mode this rule still applies to big images (with a dimension greater than 1500 IIRC) and to images of objects that have a shader.

    The other images are arranged into sprite sheets, their size doesn't matter.

  10. #160
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Fusion 2.5+ DLC (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
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    So, potentially, might you see a performance increase by decreasing some objects from 128 x 128px to 104 x 87px, because they'll fit into the sprite sheet more compactly (I'm assuming the sprite sheet still follows the power of 2 rule)?

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