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Merge pull request #143 from YoYoGames/develop
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2024.6.1
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gurpreetsinghmatharoo authored Jul 10, 2024
2 parents e878e05 + 9d50ef2 commit 93dbeb8
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6 changes: 3 additions & 3 deletions Manual/_page_generation/Template_Code_Page.htm
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<script src="assets/scripts/main_script.js" type="module"></script>
<meta name="rh-authors" content="" />
<meta name="topic-comment" content="" />
<meta name="rh-index-keywords" content="" />
<meta name="search-keywords" content="" />
<meta name="rh-index-keywords" content="INSERT_INDEX" />
<meta name="search-keywords" content="INSERT_KEYWORDS" />
<meta name="template" content="assets/masterpages/Manual_Keyword_Page.htt" />
</head>
<body>
Expand Down Expand Up @@ -53,7 +53,7 @@ <h4>Example:</h4>
<div class="footer">
<div class="buttons">
<div class="clear">
<div>Back: </div>
<div>Back: <a data-xref="{title}" href="section_index.htm">Section Index</a></div>
<div>Next: </div>
</div>
</div>
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4 changes: 2 additions & 2 deletions Manual/_page_generation/Template_Normal_Page.htm
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<script src="assets/scripts/main_script.js" type="module"></script>
<meta name="rh-authors" content="" />
<meta name="topic-comment" content="" />
<meta name="rh-index-keywords" content="" />
<meta name="search-keywords" content="" />
<meta name="rh-index-keywords" content="INSERT_INDEX" />
<meta name="search-keywords" content="INSERT_KEYWORDS" />
<meta name="template" content="assets/masterpages/Manual_Page.htt" />
</head>
<body>
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6 changes: 3 additions & 3 deletions Manual/_page_generation/Template_Visual_Page.htm
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<script src="assets/scripts/main_script.js" type="module"></script>
<meta name="rh-authors" content="" />
<meta name="topic-comment" content="" />
<meta name="rh-index-keywords" content="" />
<meta name="search-keywords" content="" />
<meta name="rh-index-keywords" content="INSERT_INDEX" />
<meta name="search-keywords" content="INSERT_KEYWORDS" />
<meta name="template" content="assets/masterpages/Manual_Keyword_Page.htt" />
</head>
<body>
Expand Down Expand Up @@ -42,7 +42,7 @@ <h4>Example:</h4>
<div class="footer">
<div class="buttons">
<div class="clear">
<div>Back: </div>
<div>Back: <a data-xref="{title}" href="section_index.htm">Section Index</a></div>
<div>Next: </div>
</div>
</div>
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<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>display_reset</title>
<meta name="generator" content="Adobe RoboHelp 2020" />
<meta name="generator" content="Adobe RoboHelp 2022" />
<link rel="stylesheet" href="../../../assets/css/default.css" type="text/css" />
<script src="../../../assets/scripts/main_script.js" type="module"></script>
<meta name="rh-authors" content="Mark Alexander" />
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</head>
<body>
<!--<div class="body-scroll" style="top: 150px;">-->
<h1>display_reset</h1>
<p>This function Resets the display settings to the ones that were set when the game was started, but also allows you to change the current level of full screen anti-aliasing being used and whether to use vertical synchronisation. The available anti-aliasing levels are 0,2,4 and 8, with the default startup value being set to 0, and the default v-sync setting is false (off). Switching v-sync on may give a smoother gaming experience but it will also need more processing power and so its impact must be considered careful before use, and the same goes for the anti-aliasing where the higher the number the more processing that is required.</p>
<p>Since not all target devices are the same, some may not support 8x or 4x anti-aliasing for example, and so there is a <b>read only</b> variable available for getting the different levels of AA that the device running the game can display:</p>
<h1><span data-field="title" data-format="default">display_reset</span></h1>
<p>This function resets the display settings to the ones that were set when the game was started and also allows you to change the current level of fullscreen anti-aliasing being used and whether to use vertical synchronisation.</p>
<p>The available anti-aliasing levels are 0, 2, 4 and 8, with the default startup value being set to 0, and the default v-sync setting to <span class="inline2">false</span> (off). Switching v-sync on may give a smoother gaming experience but it will also need more processing power and so its impact must be carefully considered before use, and the same goes for the anti-aliasing where the higher the number the more processing that is required.</p>
<p>Since not all target devices are the same, some may not support 8x or 4x anti-aliasing for example, and so there is a <b>read-only</b> variable available for getting the different levels of AA that the device running the game can display:</p>
<p class="code">display_aa</p>
<p>This variable will return an integer value based on the setting of bits for the different levels. So for only 2xAA, this will report 2, for 2x and 4x availability it will report 6. For 8 and 4 it will report 12. For all 3 levels (2,4 and 8) it will report 14.</p>
<p>This variable stores an integer value based on the setting of bits for the different levels. So for only 2xAA, this will report 2, for 2x and 4x availability it will report 6. For 8 and 4 it will report 12. For all 3 levels (2, 4 and 8) it will report 14.</p>
<p> </p>
<h4>Syntax:</h4>
<p class="code">display_reset(aa, vsync);</p>
<p class="code"><span data-field="title" data-format="default">display_reset</span>(aa, vsync);</p>
<table>
<tbody>
<tr>
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</tr>
<tr>
<td>aa</td>
<td><span data-keyref="Type_Real">Real</span></td>
<td><span data-keyref="Type_Real"><a href="../../GML_Overview/Data_Types.htm" target="_blank">Real</a></span></td>
<td>The level of anti-aliasing filtering (0, 2, 4 or 8).</td>
</tr>
<tr>
<td>vsync</td>
<td><span data-keyref="Type_Bool">Boolean</span></td>
<td>Toggle vertical synchronisation to on (true) or off (false).</td>
<td><span data-keyref="Type_Bool"><a href="../../GML_Overview/Data_Types.htm" target="_blank">Boolean</a></span></td>
<td>Toggle vertical synchronisation to on (<span class="inline2">true</span>) or off (<span class="inline2">false</span>).</td>
</tr>
</tbody>
</table>
<p> </p>
<h4>Returns:</h4>
<p class="code"><span data-keyref="Type_Real">Real</span></p>
<p class="code"><span data-keyref="Type_Real"><a href="../../GML_Overview/Data_Types.htm" target="_blank">Real</a></span></p>
<p> </p>
<h4>Example:</h4>
<p class="code">if (display_aa &gt; 12)<br />
<p class="code">if (display_aa &gt;= 8)<br />
{<br />
    display_reset(8, true);<br />
}</p>
<p>The above code will set the anti-aliasing level to 8 if supported and switch v-sync to on.</p>
<p> </p>
<p> </p>
<p> </p>
<div class="footer">
<div class="buttons">
<div class="clear">
<div style="float:left">Back: <a href="Cameras_And_Display.htm">Cameras And Display</a></div>
<div style="float:right">Next: <a href="display_get_width.htm">display_get_width</a></div>
<div style="float:left">Back: <a data-xref="{title}" href="Cameras_And_Display.htm">Cameras And Display</a></div>
<div style="float:right">Next: <a data-xref="{title}" href="display_get_width.htm">display_get_width</a></div>
</div>
</div>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2022 All Rights Reserved</span></h5>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2024 All Rights Reserved</span></h5>
</div>
<!-- KEYWORDS
display_reset
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<body>
<h1><span data-field="title" data-format="default">nameof</span></h1>
<p>This function returns the name of the argument you pass to it as a <a href="../Strings/string.htm">string.</a></p>
<p>More precisely, this function returns the name of the <a href="https://en.wikipedia.org/wiki/Identifier_(computer_languages)">identifier</a> that you pass to it; any name to <em>identify</em> something used in your GML code: an asset name, a variable name, a function name, an enum name, ...</p>
<p>More precisely, this function returns the name of the <a href="https://en.wikipedia.org/wiki/Identifier_(computer_languages)">identifier</a> that you pass to it; any name to <em>identify</em> something used in your GML code: an asset name, a variable name, a function name, the name of an enum (or of one of its members) or a macro name.</p>
<p><span data-keyref="GameMaker Name">GameMaker</span> resolves the values when <a data-xref="{title}" href="../../../Introduction/Compiling.htm">Compiling</a> the game, i.e. at compile time.</p>
<p class="note"><span data-conref="../../../assets/snippets/Tag_note.hts"> </span> You cannot use this function to get the name of <a data-xref="{text}" href="../../GML_Overview/Variables/Constants.htm#h">Macros</a> or members of <a data-xref="{text}" href="../../GML_Overview/Variables/Constants.htm#enumhead">Enums</a>; in this case <span data-keyref="GameMaker Name">GameMaker</span> respectively returns the name of what the macro refers to or the internal value of the enum member.</p>
<p> </p>
<h4>Syntax:</h4>
<p class="code"><span data-field="title" data-format="default">nameof</span>(name);</p>
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</tr>
<tr>
<td>name</td>
<td><span data-keyref="Type_Any"><a href="GameMaker_Language/GML_Overview/Data_Types.htm#variable" target="_blank">Any</a></span></td>
<td><span data-keyref="Type_Any"><a href="../../GML_Overview/Data_Types.htm#variable" target="_blank">Any</a></span></td>
<td>The variable of which to get the name</td>
</tr>
</tbody>
</table>
<p> </p>
<h4>Returns:</h4>
<p class="code"><span data-keyref="Type_String"><a href="GameMaker_Language/GML_Overview/Data_Types.htm" target="_blank">String</a></span></p>
<p class="code"><span data-keyref="Type_String"><a href="../../GML_Overview/Data_Types.htm" target="_blank">String</a></span></p>
<p> </p>
<h4>Example:</h4>
<p class="code">show_debug_message(&quot;About to reveal internal names...&quot;);<br />
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<div>Next: <a data-xref="{title}" href="typeof.htm">typeof</a></div>
</div>
</div>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2023 All Rights Reserved</span></h5>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2024 All Rights Reserved</span></h5>
</div>
<!-- KEYWORDS
nameof
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Expand Up @@ -34,8 +34,9 @@ <h1>General Preferences</h1>
<li><strong>Open new assets for edit on creation</strong>: If this is checked, every time you create a new resource in <a data-xref="{title}" href="../../Introduction/The_Asset_Browser.htm">The Asset Browser</a>, the corresponding asset editor will be opened automatically. This is checked by default and un-checking it will mean that you have to manually open all newly created assets.</li>
<li><strong>Automatically reload changed files</strong>: If this is checked, the IDE will automatically scan and check files to see if any of them have been changed outside of <span data-keyref="GameMaker Name">GameMaker</span> and reload them if they have.</li>
<li><strong>Case-Insensitive mode for project files (may affect performance)</strong>: Intended to be used to avoid issues with filename case sensitivity on non-Windows devices (macOS and Linux). Such issues can happen when transferring projects from Windows to non-Windows systems, using Git with <a href="https://git-scm.com/docs/git-config#Documentation/git-config.txt-coreignoreCase">ignore case</a> enabled (which you should try disabling first) and/or renaming files only to change the case. This is disabled by default as it&#39;s a performance overhead and should not be required outside of the aforementioned cases.</li>
<li><strong>Enable Verbose Logging</strong> - This option enables verbose logging of network calls.</li>
<li><strong>Show Project Tool Output</strong> - When this option is checked, the <a data-xref="{text}" href="../../IDE_Tools/Project_Tool.htm#h">ProjectTool Output</a> window will be shown when you convert projects with <a data-xref="{title}" href="../../IDE_Tools/Project_Tool.htm">ProjectTool</a>.</li>
<li><strong>Enable Verbose Logging</strong>: This option enables verbose logging of network calls.</li>
<li><strong>Show Project Tool Output</strong>: When this option is checked, the <a data-xref="{text}" href="../../IDE_Tools/Project_Tool.htm#h">Project Tool Output</a> window will be shown when you convert projects with <a data-xref="{title}" href="../../IDE_Tools/Project_Tool.htm">Project Tool</a>.</li>
<li><strong>Enable VSync</strong>: This option enables or disables vertical synchronisation within the IDE. VSync is enabled by default, though you can disable it using this setting if you&#39;re experiencing screen flickering with the IDE open. Note that any change to this setting requires a restart of the IDE.</li>
<li><strong>Enable DPI Override</strong>: This option lets you override the default DPI setting with your own. You must first enable the option and then set either the <strong>Raw DPi Override</strong> value (the default value is 96) or set the <strong>Percentage of the native DPi</strong> (default value 100%), and once changed you will be prompted to restart the IDE, which may require you to save any work being done on the currently open project. Note that the DPi has a minimum percentage of 50% and a maximum of 500%, and if you you mouse over the information icon you can see the recommended maximum setting for the display being used:<br />
<br />
<img alt="General DPi Override Recommendation" class="center" src="../../assets/Images/Setup_And_Version/Preferences/General_DPi_Override_Recomendation.png" />Note that if you go above the recommended DPi setting for the monitor, you will be shown a notification that permits you to reset the DPI.
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<div style="float:right">Next: <a href="Start_Screen_Preferences.htm">Start Screen Preferences</a></div>
</div>
</div>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2023 All Rights Reserved</span></h5>
<h5><span data-keyref="Copyright Notice">© Copyright YoYo Games Ltd. 2024 All Rights Reserved</span></h5>
</div>
<!-- KEYWORDS
Preferences - General
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