1.0.63 - GML updates and a bunch more
- Macros are now pretty much in line with “real” GML macros, which means that you can do all sorts of quirky things with them in “live” code.
Might not seem like a lot, but I had to rewrite how a good chunk of how code compilation works just for this.
staticis now largely supported
(note that static variables will be re-initialized when reloading code)
- Constructors are now more supported than before
Some features are currently impossible to implement because GML code does not have access to engine internals.
- GMLive is now backwards-compatible with runtime 22.214.171.1246 as that’s what many people stick to.
breakis now allowed inside a for-loop post-expression
(mostly only necessary for the aforementioned quirky things with macros)
- GMLive will now politely remind you if you are using “live call” functions but clearly got rid of the GMLive object.
instance_create_*function signatures to include the new “variables” argument.
- Fixed some functions not accepting the new
reftype as argument.
- GMLive server now cleans up
temp.shaderafter itself when using shader reloading.
- Fixed C# server working poorly with code containing non-Latin characters.
- C# server now has an icon.
- Fixed zero-size tilemaps causing issues with room reloading.
- Fixed malformed instance variable definitions (that’s a GM bug) causing rooms to not be live-reload-able.
GMLive (for GMS2.3 and GM2022+).yymps 875 kB
Version 1.0.63 Nov 14, 2022
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Minor bug with
staticthat you may already know about - doing something like:
causes an error about the
set_valuescript being undefined after the live-reload occurs (putting the
set_valuecall after the static definition works as normal).
Oh bother, and also that’s cursed. Might need a different approach to initializing static variables inside constructors if you’re allowed to use the variables before declaration.
Excellent work, very awesome
Try removing and re-importing the extension.