v1.0.8 - fixes and improvements
GMLive.gml for GameMaker » Devlog
Current tendency of rolling out one build per day is purely because people keep finding small things that don't work as expected in some project of theirs, I fix those, and publish a build in the end of the day so that no one else has to deal that.
- Fixed "null" being falsely recognized as a keyword (it's alias of "undefined" in web version of GMLive)
- Enums and macros are now only inspected by GMLive unless they are actually used in the live script in question.
(that is, no more warnings in console because you have a wacky macro defined and used elsewhere in the project) - Fixed GMS2 version not recognizing auto-generated compatibility scripts (because the directories have a "@" before the name).
- IDE-like names (obj_test:Step) are now used instead of runtime-specific names (gml_Object_obj_test_Step_0) in reported errors.
- Removed the "!" popup upon encountering a structure check error that was used as breakpoint for debugging and was accidentally left in 1.0.8 release.
Reminder: when updating, remove and re-import the extension and it's included files.
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GMLive.gml for GameMaker
Code and asset live-reloading for GameMaker!
Status | Released |
Category | Assets |
Author | YellowAfterlife |
Tags | extension, GameMaker |
More posts
- 1.0.76 - more fixes & tweaksMay 25, 2024
- 1.0.74 - GM2024 support and various fixesMar 23, 2024
- 2024.2 minifixMar 05, 2024
- 1.0.72 - Assorted fixesSep 27, 2023
- 1.0.71 - GML updates and fixesMay 22, 2023
- 1.0.67 - small fixes and live_auto_callDec 15, 2022
- 1.0.65 - 2022.11 compatibility and HTML5 tweaksDec 01, 2022
- 1.0.63 - GML updates and a bunch moreNov 14, 2022
- 1.0.62 - 2022.8 compatibility and alt. serverSep 12, 2022
- 1.0.59 - Fixes, features, and optimizationsAug 03, 2022
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