The gist of it is that for Etc and Font props, the assignment
operator (eg. 'sprite.color=') does not take a reference of the
right hand parameter and replaces its previous one with it (this
was the old behavior). Rather, it keeps its internal property
object and copies the parameter object into it by value.
The getter is unchanged; it still returns a reference to the
internal property object.
s = Sprite.new
c = Color.new
s.color = c
p s.color == c # => true
p s.color.object_id == c.object_id # => false (true before)
c = s.color
p s.color.object_id == c.object_id # => true
Previously, when the script names in the backtrace were in the form
'SectionXXX'/'{XXXX}' (default RMXP behavior), this same name would
be shown in the error message box, whereas RMXP always displays the
actual script name (eg. 'Scene_Map') instead; only with
useScriptNames=true was mkxp's behavior mostly correct.
Fix this by keeping a backtrace format -> actual script name mapping
and always using the script name in the message box.
The script name and line would also be parsed wrongly if the name
contained any colons, fix this by walking the exception string
back to front instead.
Also prepend the script index to the name when useScriptNames=true;
this is invaluable when debugging projects where multiple scripts
carry the same name. The format is 'XXX:Script_Name'.
Even though 3.0.1 is the current version, 3.0.0 is used, because mkxp doesn't
implement the changes like not raising a TypeError for 'Color.new == nil' yet.
3.0.1 (finally) returns false. Other changes don't affect mkxp (I think).
See <http://tkool.jp/support/download/rpgvxace/rpgvxace_update> (Japanese).
Fixes Window_NameBox visual appearance in Skyborn.
Also nuke the second SceneElement constructor that has been
obsolete since the Tilemap mapViewport rewrite.
Setup active RGSS version at runtime. Desired version can be
specified via config, or as default, auto detected from the game
files. This removes the need to build specifically for each
version, which should help packaging a lot.
This also greatly reduces the danger of introducing code that
wouldn't compile on all RGSS version paths (as certain code paths
were completely ifdef'd out).
This can be optimized more, eg. not compiling shaders that aren't
needed in the active version.
If no source is free, instead of seizing the lowest priority one,
first try to find the lowest priority source with the same buffer
that is about to be played and use it. Otherwise, take lowest priority
one as before.