Almost by accident, I might have found a workaround for this.
After calling display_reset(), create a new surface, set the render target to this surface, then reset the render target, like this:
// Anti-aliasing display_reset(aa); // Solve display_reset() bug var sf; sf = surface_create(16,16); surface_set_target(sf); surface_reset_target(); surface_free(sf);This appears to work for me. After executing the additional lines of code, the game still runs fine and anti-aliasing is clearly enabled.
To the moderators: please feel free to move this topic, I wasn't sure where to place it ...