In this release we have added a new vector math function vmath.mul_per_elem() which allows you to multiply two vectors elementwise.
We’ve also fixed an issue on Android when a silent (but playing) audio would steal back audio focus from other apps playing music.
Engine
DEF-3135 - Added: Added vmath.mul_per_elem() for element wise multiplication between vectors.
DEF-3130 - Fixed: Fixed issue when silent sounds stole audio focus from other apps.
DEF-3136 - Fixed: Crash fix when using nil as target url for label.set_text().
DEF-3127 - Fixed: Added support for “-fpermissive” for our GCC based platforms (Android and Linux).
Work in progress
Apart from the current release, we also have some longer tasks. We are currently:
improving the Live Update feature set with the ability to upload a new manifest and data to a released game.
adding better profiling of the resource usage at runtime. A first MVP should land in the next release
adding a way to synchronously query the physics world for collision contact info. This can be used for spawning, or implementation a custom time-of-impact detection. It can be very beneficial for kinematic objects.
Hi, Do you have any news about this feature?
Would be great to have a possibility to receive an immediate result of ray_cast() (for example I need to find a free place in dynamic physic world for instantiate new object there)
Well, iirc, we stopped that feature due to it not really being possible to do properly in both 2D and 3D. This was for shapes though.
What we’re “planning” insstead is just that, a synchronous ray cast. As for an ETA, we don’t have one