This release extends the web profiler with additional information of what resources are used at a given point. We have also extended the capabilities of the hot reloading mechanism to work with gameobject files. The IAP extension on Android now also supports subscription items.
Runtime resource profiler
The web profiler now include detailed information of gameobject hierarchy and a list of currently loaded resources. We are hoping this will help our users to keep track of and debug memory usage in runtime.
Gameobject resource hot reloading
We have added the ability to hot reload gameobject resources (.go files), it works just like how you would normally hot reload component resources. This is a small step towards our goal of having whole Collections being reloadable.
IAP Subscriptions on Android
IAP subscription products was not supported on Android. The iap.list() function did not return product information for subscriptions and when trying to buy a subscription using iap.buy() the purchased failed with a “ERROR:IAP: Failed to parse purchase response (0).” message. This release adds full support for IAP subscriptions, meaning that calls to iap.list() will include subscription products, iap.buy() will properly purchase them and iap.restore() will return active subscriptions while iap.finish() will do nothing (since subscriptions can’t be consumed).
Spine and Model refactoring
With this release we have made a large internal refactoring on the system that handles Spine and Model animations. One goal is the make it easier to tackle newer and currently unavailable Spine (and Collada) features down the road. But the current biggest impact for users is that in most cases Spine models will take less runtime memory and disk usage. However, since it’s a fairly big change internally we are eager to hear if your current projects encounter any issues after updating. Don’t hesitate to contact us on the forums!
Engine
DEF-3243 - Added: Runtime resource profiler.
DEF-3255 - Added: Support for hot reloading game objects.
Thx! It seems there’s something wrong with the redirect. At least there’s a workaround. We wanted the 8002 redirect to work since Editor 2 changes port for each launch.
In big project with a lot of textures, hard to understand whitch exactly texture it is _generated_a836d5ac.texturec , would be greate to have atlas name here, or in brackets.
Yes, both are great suggestions that we’ve discussed but didn’t have time to at this point, we’ll add that for sure.
As for your troubles with connecting to :8002, could it be that you are currently disconnected from the network? E.g do you see an error in the log when launching the engine?
I could recreate it if I turned off my wifi, then launched the engine. Then the 8002 port wouldn’t work. I see this in my log:
WARNING:DLIB: No IP found for local hostname Mathiass-MacBook-Pro.local. Fallbacks to localhost
ERROR:DLIB: Unable to add broadcast membership for ssdp socket. No network connection? (-28)
WARNING:ENGINE: Unable to create ssdp service (-1)
INFO:DLIB: Log server started on port 50370
WARNING:DLIB: No IP found for local hostname AGulev-MacBook-Pro.local. Fallbacks to localhost
INFO:ENGINE: Engine service started on port 50374
INFO:ENGINE: Defold Engine 1.2.127 (c129eaf)
INFO:ENGINE: Loading data from: build/default
INFO:ENGINE: Initialised sound device 'default'