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Guess I learned something today, didn't know that was a thing. I haven't owned a pre-made PC in two decades.D: and E: are going to be partitions made by the OS/Vendor, typically recovery type stuff, for if a factory reset is needed. Those aren't always hidden.
Yup, that explains why you haven't seen this.Guess I learned something today, didn't know that was a thing. I haven't owned a pre-made PC in two decades.
Quoting the manual page on the compiling settingsI saw this for me too last week, but only a couple drives popped up and then after I restarted (I think?) they were somehow gone. Though at that time I was adding another SSD to my machine and had to format it. Something else popped up before I was able to do it but not sure what. So perhaps its not a GM thing but I can't tell you, sorry :/
If I remember right, it was a thing they added to overcome long filenames. It can be disabled, though it is enabled on my machine currently. I don't know details of when/how it is actually used, but I DO know I've seen it discussed here in the forums before.Use Subst for drive paths: When this is checked, GameMaker Studio 2 will create - and remove again when no longer required - virtual drives to use as a substitution for full file paths. These virtual drives bypass any potential issue with file paths being too long for the OS (particularly when compiling for Android or using extensions) and it is recommended to have this enabled. However, if you are having issues with GameMaker Studio 2 creating virtual drives like this, you can disable the option. By default, this is enabled.
Yup, that explains why you haven't seen this.
Quoting the manual page on the compiling settings
If I remember right, it was a thing they added to overcome long filenames. It can be disabled, though it is enabled on my machine currently. I don't know details of when/how it is actually used, but I DO know I've seen it discussed here in the forums before.
These are essentially shortcuts to various locations on your storage drive for the purpose of keeping the file paths short. This avoids problems with file path character limits during compilation. There are supposed to be only three of them, though.