Why does the "timer equals" events Don't show in green? They are triggered only once, right? The old "timer equals" of my app are still in green but the new one i add are black.
Sorry to bother, but could you let me know if the issues with the Surface object described in my previous post are reproducible, and whether there are any plans to update the object to address them? My tool depends on using many instances of this object, and after the update my application is a lot slower than it used to be. I could possibly rewrite it without using the alpha-related actions at all, but it would be a relatively big workaround. I really hope I don't end up switching back to MMF2 because of this.
Here's the surface.mfx file from my pre-update extensions folder.
Now that you mention it, I remember what happened when I ran into these problems back in 2016. I originally started my project in MMF2 and upgraded to Fusion 2.5 mid-development. With the version of Surface included with Fusion 2.5 I ran into the crash issue (the one you fixed a couple days ago) so I had to replace "Draw a line on the alpha channel" with "Draw a rectangle on the alpha channel". That worked, but then the performance issue showed up. I ended up using the MMF2 version of the extension, which still has the "Draw a line on the alpha channel" crash issue in Fusion 2.5 (but not in MMF2), but other alpha channel functions work a lot faster in it.
So that's the full story. I guess something was changed in the extension during the 2.5 transition that massively degraded alpha channel actions' performance.
Android Runtime issue:
I move an Active object or Layer repeatedly into one direction and at some point something gets messed up with my position related events on the device.
(with my project it took 9-10 minutes to see the issue on a test device - I can provide a .mfa example per PM, if I get the permission)
questionable restriction in Event Editor:
In the Create Object window for X and Y, it seems that you can't enter a value higher than 32768(when entering a higher value it jumps back to a lower one).
some minor cosmetic things:
- spelling error in Frame Runtime options "Direct3D: don't erase background if the frame has an efffect."
- two things in the image below:
(2. is not important/debatable, but eventually you could fix the confusing Direction 24 preview image under 1.)
Please post a small mfa that reproduce the issue you mention for me ot try
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