Releases: JujuAdams/Coroutines
Releases · JujuAdams/Coroutines
1.4.0
- Adds the ability to catch GameMaker sprite/sequence broadcast events with
AWAIT_ASYNC_BROADCAST
- Adds
COROUTINES_GAMEMAKER_BROADCASTS_TRIGGER_NATIVE
to funnel GameMaker broadcast events to Coroutines' native broadcast system. This allows sequence/sprite broadcast events to triggerAWAIT_BROADCAST
instructions
1.3.0
1.2.0
- Adds
CO_LOCAL
macro to allow access to the root struct even ifCO_SCOPE
has overridden the default coroutine code block scope - Adds
RESTART
command to allow for easier coroutine looping .Cancel()
/.Pause()
/.Restart()
can no longer be called for a coroutine that is currently processing (and this was bugged in prior versions anyway). Instead callRETURN
/PAUSE ... THEN
/RESTART
as coroutine commands
1.1.0
- Fixes
AWAIT_ASYNC
commands not immediately executing subsequent code, leading to situations where multiple async events surfaced in the same frame might not be picked up by handlers - Adds
CO_SCOPE
to force coroutine code execution to occur in a particular scope. This feature should be used with great care as it is very easy to create race conditions where two coroutines fight to set the same value
1.0.0
0.5.0
0.4.0
0.3.0
- Added a config script to customize behaviour
- Runtime syntax errors are now cleaner
coroutineCreator
has been removed in preference for a.GetCreator()
method- Added coroutine auto-cancellation when a coroutine's creator is destroyed or garbage collected. Please see the methods page and the configuration page
0.2.1
0.2.0
- Fixes compatibility with GMS2.3.6. Please note that older versions of GameMaker will now throw compile errors regarding async event constants. Check in GM's documentation for the constant names that are correct for your version
- Adds
IsCoroutines()
to check if a value is indeed a coroutine - Adds a syntax checker to help you track down mistakes. If the syntax error is throwing false negatives, you can set
__COROUTINES_CHECK_SYNTAX
tofalse
to turn it off