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This is a list of all the known confirmed bugs in GM. Note bugs are repeated if they occur on multiple GM versions.
GM8 Bugs:
computational functions - bugs and erratic behaviour can occur when using large values
creation/destroy events - not executing after set to move rooms
instance_deactivate_* - bugs occur when deactivating yourself in the creation/room start event
instance_activate/deactivate_* - can cause a bug when deactivating and reactivating an instance in the same draw event under certain conditions
instance_activate_* functions - do not work on a persistent object instance that was deactivated in another room
GM7 Bugs:
outside view event - instances with a sprite do not execute the event
draw_line_width_color - causes errors when length equivalent to 0
ds_grid_*_grid_region - this set of functions has data area reading bugs
room_tile_add - sets tiles blend to a random color instead of white when used
room_tile_add - doesn't return tile id
collision event - 2 way collision events gets executed doubly
collision_* - ignores image_angle if sprite/mask not transparent
d3d_model_draw - z argument always registers as 0 when using primitives
draw_path - doesn't draw beyond 68 points
computational functions - bugs and erratic behaviour can occur when using large values
creation/destroy events - not executing after set to move rooms
instance_deactivate_* - bugs occur when deactivating yourself in the creation/room start event
instance_activate/deactivate_* - can cause a bug when deactivating and reactivating an instance in the same draw event under certain conditions
instance_activate_* functions - do not work on a persistent object instance that was deactivated in another room
GM6 Bugs:
median - returns wrong value when using an odd number of arguments
room_tile_add - sets tiles blend to a random color instead of white when used
room_tile_add - doesn't return tile id
collision event - 2 way collision events gets executed doubly
collision_* - ignores image_angle if sprite/mask not transparent
d3d_model_draw - z argument always registers as 0 when using primitives
draw_path - doesn't draw beyond 68 points
creation/destroy events - not executing after set to move rooms
instance_deactivate_* - bugs occur when deactivating yourself in the creation/room start event
instance_activate/deactivate_* - can cause a bug when deactivating and reactivating an instance in the same draw event under certain conditions
instance_activate_* functions - do not work on a persistent object instance that was deactivated in another room
Last edited by flexaplex (2010-12-11 10:12:27)
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Here's a bug that bit me again today. I thought we had documented it in the faq
image_angle has no effect from 0 to < 1...
the fix is to add 360 to the image_angle.
I tried to make a topic but it looks like I can only reply to topics in this area of gmlscripts
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Don't add bug reports here, make a topic in the gml reference forum. Then the bug will be confirmed, written using the template with an example file and then moved to this forum and added to the list.
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OK took a little while but I've updated this list for GM8.
Note that the bug: computational functions - bugs and erratic behaviour can occur when using large values does behave differently in GM8 but I've forgotten exactly what Mark did to try and fix it (I remember he added a string return to some functions when too large a value is used as a argument but forgotten which). Also it is not fully fixed anyway as a lot of functions still bug and crash, testing would take too much effort.
Just to mention I am now hosting the bug topics at google docs: link. So in the future I may only update there.
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