Defold 1.2.175
This sprint we’ve fixed more issues regarding bundling for both Android and iOS.
Also, there are some further improvements on the loading progress bar for Html5.
And, there are several improvements to the documentation.
We’ve also added .zip file support to our Live Update system. This new feature will make is possible for the app to download the entire live update .zip file, as opposed to downloading lots of smaller files, one by one.
http.request
We’ve also added a new parameter to the http.request() that lets you to download the file to a file on disc directly.
local path = sys.get_save_file("test", "/save.html")
http.request("http://www.google.com", "GET", http_callback, nil, nil, {path = path})
Work in progress
Engine
-
Issue-5189
- Added: LU: Added support for downloading entire live update zip file -
Issue-5200
- Fixed: Fixed gui particle crash after deletion -
Issue-5215
- Fixed: Fixed restarting engine service after second reboot -
Issue-5245
- Fixed: Added optionsound.use_thread
-
Issue-5275
- Fixed: Destroy particle fx callback early if we failed to invoke it -
Issue-5284
- Fixed: Http request download to file on disc -
Issue-5292
- Fixed: Added more verbose progress info to bob’s resolve command -
Issue-5288
- Fixed: Invoke the gui callback before removing the animation -
Issue-5147
- Fixed: iOS: Add support for app store icon -
Issue-5213
- Fixed: iOS: Removed log spam during touches -
Issue-5249
- Fixed: Android: sys.exit() works again on Android -
Issue-5250
- Fixed: Android: Update AndroidBundler.java -
Issue-5257
- Fixed: Android: Patch the bundled JDK to include jarsigner -
Issue-5240
- Fixed: Android: Compile and link resources on the build server -
Issue-5277
- Fixed: Android: Use the KeyStore class to get the first keystore alias -
Issue-5279
- Fixed: Android: Better handling of lost surface during lock/unlock (also #5100) -
Issue-5185
- Fixed: Win: Auto select high perf gpu on windows -
Issue-5211
- Fixed: Html5: Progress bar fixes (gzip+engine load) -
Issue-5223
- Fixed: NE: Added defines DM_RELEASE, DM_DEBUG and DM_HEADLESS to builds -
Issue-5248
- Fixed: Doc: Improved license summary -
Issue-5291
- Fixed: Doc: Fix doc for buffer.create -
Issue-5295
- Fixed: bob.jar doesn’t resolve dependencies unnecessarily -
Issue-5303
- Fixed: The game can now use both OpenGL / Vulkan graphics adapters again
Live Update
We’ve added the functionality to download the entire liveupdate zip file to disc, and register it to the live update system.
This will help fix projects that want to download all assets at once. It will also reduce Lua temporary memory overhead to a minimum.
In order to make this work we’ve had to add several smaller features.
http.request()
http.request now takes two extra options:
-
path
: the path to which the file should be saved -
ignore_cache
: don’t write the data to the http cache
The ignore_cache
is useful in the specific case of only testing for a HTTP 304, and not wanting to actually get the data in the Lua callback.
resource.store_archive()
This function takes a file path, verifies it against the game manifest, and then stores a file reference in the live update folder. Next time the app reboots, it will load the file reference as the live update archive. See full example in the documentation.
resource.is_using_liveupdate_data()
Returns true if the game if liveupdate data is present and loaded