Regarding those of you who are suddenly seeing black screen issues since installing the initial 2.3.2 update, that was something we do believe was fixed back in 2.3.1 (my personal machine at home used to get the issue and didn't when we released that fix, plus a few of those people sending us tickets at that time confirmed the fix when we reached out for more info after 2.3.1 went out). I did just check the little sample attached to the ticket mentioned above and also re-checked the project we were using to verify the 2.3.1 change, and both are fine on all our machines just now. The ticket reporter said the issue stopped for them once they installed a pending Nvidia driver update - I happened to be on the previous driver as well, so I too did that update, but no change before/after for me.
If you do have this issue, at this time we can only say it appears hardware-specific and to ensure you're not using a copy of the game built with 2.3.0 or older and also to confirm that you're not in the middle of a driver update / you are on the current GPU driver. If you do need to send us a ticket because a driver update does not fix, please ensure you send us a small sample which causes the issue on your PC, plus
attach a DXDiag report at the same time. Thanks.
However, I have confirmed that my personal machine and several others of ours all still get the window_set_size() white fill mentioned above as being documented in
https://bugs.yoyogames.com/view.php?id=31073, so I have moved this to the current bug database to investigate a fix. This is now on the in-game bug-reporting form's known issues table, so no need to actually follow that link.
Edit:
Summary: GMS 2 modified the code when importing into the new version.
To be clear, updating from 2.3.1 to 2.3.2 would/should not have done this. 2.2.5 to 2.3.0 was the last time your own project code would have been analysed and potentially modified for compatibility layer stuff, and GMS2 does not routinely refactor your code every update. If you do have a backup of the project and you can definitively show that simply opening that backup in 2.3.2 makes the change you're suggesting, please send us that backup (in its original form) so we can investigate here.
Instead, going from your code shown and the show_debug_message() results you gave, it does appear Alice was correct when saying that you were simply falling foul of the change to array_length() that everything you pass it now has to be a valid array otherwise it will no longer silently ignore the function call. You appear to be passing in "undefined", as Alice suspected, and so you now correctly get the code error dialog.
However, your second later issue about Windows x64 giving some odd results with working_directory plus another string expecting a number, I will get investigated / see if you have already sent us a ticket about it / see if it's the same root issue as the other person who mentioned sending us a ticket for x64 variable issues.
I don't know if this has been mentioned or not, but I'm experiencing 2 really annoying situation, adding unnecessary steps in my progress;
- when I replace a sprite in the sprite editor (import button) , the changes isn't immediately reflected in the room editor. it'd still be showing the old image. When run on the emulator, it shows the correct new image. To fix it, I've to manually delete and replace the effected sprite/object which is showing the old image from the room editor in order to have it show the new updated image, alternatively I've to close the IDE and rerun.
- when I replace a sprite which is being use as tileset, the changes is correctly shown in the room editor, but when I run the emulator, those tiles goes missing. To fix, I've to reassign the sprite in the tileset and have to untick and retick the "disable source sprite export" box in the tileset editor in order to make the emulator show the tiles on screen.
Both of these are reported to us and are in our bug database. I will get them added to the IDE's bug-reporting form's known issues table shortly. Thanks.