I guess this is probably a known limitation, but the debugger has problems displaying named altVals when you reach index 255 or so. If left in their default order, the debugger doesn't show named altVals past Alterable Value IT (index 253). In other words, it doesn't show the final 6 altVals.
If you move those lower altVals upwards, Fusion will now correctly display Alterable Value IU (254), but it will replace the name of Alterable Value IV (255) with "Alterable values", and will incorrectly name Alterable Values IW, IX, IY, IZ (it will use the names of the altVals with indexes 0,1,2,3). It still doesn't show the final 6 altVals, no matter what their indexes are.
Also, when you reach the final named variable....
....then deselect and reselect the object, the "New" button disappears...........
....This is fine. However, if you now delete any altVals, you are not able to add them back, because there is no "New" button:
It's not a big deal because the workaround is simple - just deselect and reselect the object again, and the "New" button will reappear. But maybe it would be better if the "New" button didn't disappear at all? After all, the button is still there the moment after you create Alterable Value IZ and it doesn't cause any problems. It only causes problems once it gets removed.
I know that it might have been reported but we cannot rename qualifiers by pressing "F2". if you use "F2" while the qualifier is selected, it zooms the image and doesn't make you rename the qualifier.
Small bug (Picture Editor): When you ctrl-alt-click to fill all colors of all frames of the current direction, then undo, only the current frame is undone; the rest of the frames remain filled with the new color, and can't be undone.
Something I would love to see in the next Fusion Version is some automatic features like External Files being automatically added to Binary Data.
Makes no sense for the user to have to add it if the program relies on it.
My two sense though.
Hello, this may be a bug in 294.14 : I have a few frames with active backdrops, and buttons to move between frames.
I noticed that, when moving from one frame to another, there came a point when the displayed frame was not the one expected ( I made sure this was not event-related ) : debug mentioned " frame 4" but frame 1 was shown.
Now the first frame's zoom was set at 50% in the editor, the others 100 %.
After setting frame 1 to 100% again, everything was back in order.
I don't know if that is a coincidence, but I thought I should report it.
EDIT : it's not due to zoom after all, the bug has happened again.
EDIT2 :It seems to happen randomly , although what I can say is that it actually displays the right frame.....but the wrong active backdrop !
@therickman do you mean an Active object being used as backdrop (for example using Physics - Background movement) or Active Backdrop object?
Because Active Backdrop is extremely slow (No HWA support), has problems with DX11 (Because it never got updated to work correctly with it) and it brings no benefit other than appearing bellow of regular Actives...
I don't think it got any updates since 2009, if it did, it was just a bit of compatibility fixes...
Active objects these days are as efficient as regular Backdrop objects, so there's no problem in using them instead.
I suggest that you stop using Active Backdrop object because I doubt Clickteam will focus on fixing and improving it at this point.
Feature Request: Similarly to how there's a View>Center option in the Frame Editor to center the frame, could you please add View>Top Left & View>Bottom Right options (with editable keyboard shortcuts) too? It would make navigating large frames a lot easier, especially since dragging a lot can get laggy if you have many objects in the Frame. I think these options should probably go to the corners of the proper game frame area, not the margins (ie. Top Left would go to 0,0 rather than to -2000,-1000 or whatever). I suppose View>Top Right and View>Bottom Left may be good for completeness too.