In this version we’ve set the supported OpenGL version to 3.1+ (previously 3.3) for Linux and Windows. Note that this version is for the engine, not the editor.
Hopefully, this will improve the support for some users having issues.
We’ve also optimized the font renderer which will be good for the more text heavy projects.
The component API will let you create a new component type, with the same life cycle functions as our in game component types.
To register such a type, you’ll also need to pair it with a resource type.
Note: We haven’t started documenting these yet, but we’ll do that as the task progresses.
In the meantime, you can look how we use these apis in the engine at res_script.cpp and gameobject_comp.cpp
Work In Progress
As mentioned, this is part of a long running task, and we might need to change the api’s somewhat in the near future, although it’s not very likely as these are old api’s that we’ve used internally.
Engine
Issue-5010 - Fixed: Fixed crash issue with lingering http request at shutdown
Issue-5167 - Fixed: Fixed allocation when doing a reassignment of a mesh
Issue-5167 - Fixed: Mesh components can share vertex buffers
Issue-5313 - Fixed: Don’t upload font vertex buffer unless it has changed
Issue-5313 - Fixed: Only upload font vertex buffer data at the end of a draw command
Issue-5506 - Fixed: Http requests now prioritize max-age over ETag
Issue-5585 - Fixed: Updated the COMPLYING_WITH_LICENSES.md document
Issue-5615 - Fixed: Reset the frametime when coming back from iconified state to avoid a large delta time
Issue-5617 - Fixed: dmengine now supports -v and --verbose
Issue-5624 - Fixed: iOS: Enable codesign for dynamic frameworks.
Hello guys. I dont remember when, but I thought i read about feature that made possible to exclude dirs\files\resources from bundling process (editor and bob). Is it really planned or I’m just dreamed of it? Trying to seach it, but failed.
@selimanac AFAIK Bundle Exclude Resources is for Bundle Resources, not all resource in project. Or maybe I’m wrong @Mathias_Westerdahl that probably what i want ( need to test it) Is there any plans for add this options as part of game.project files? (So it would work in editor bundling\html 5 running). This whould be userful for building several application from one source code.
hmm, the “update” link is still not available on my macbook (1.2.180 alfa-channel). But if download package from site and replace old one to 181, there is “update available” link. But if click it, will downloading 180 again.
@Dragosha@AlexeyFeskov It’s because I forgot to push those changes
The autobuilder is now building the branch and I expect it to finish in ~20-30 minutes.
When testing a build with BASIS_UASTC texture comression on iPad mini 2 i found a visible bug in the release version (one texture not showing, black box):
As I understand it’s going on with RGB (without A) texture and 1024x512 atlas (it matter, cause 1024x1024 atlas with the same texture profile shows correct).
Good catch!
We have code to make the texture square, but it’s only triggered if the format is specified as PVRTC in the texture profile. That ofc, defeats the purpose of the generic format like UASTC.
I think we need to detect this case in the engine, and if the texture is not square, use uncompressed RGB as the target format instead. (Not sure I can make it square at runtime)
Especially interesting that I have an Android version on Google Play with UASTC enabled right now with the same textures and it seems as workable, at least I have not reviews from players with visuals issues.
Noticed an issue related to playing particlefx on the first frame in this case they glitch. Will try to get a minimal project where it happens to share soon.
This is really bizarre, this image is not even in the atlas but somehow is being used in the first frame of these particles when playing them, changing image doesn’t help.
This is really bizarre, this image is not even in the atlas but somehow is being used in the first frame of these particles when playing them
If the engine doesn’t set the texture, it will use the texture already set.
If you do not have the steam logo in the app at all, then it’s weird I admit, but it might use whatever is in the GPU memory there then (I’m guessing).
It does not happen at all in 180.
We haven’t changed anything render related (only the OpenGL version from 3.3. to 3.1+). My guess is that we’ve uncovered an old issue that been working by chance before.
I can conform that doing this works for both the editor as well as the game when you launch it on Ubuntu 20.04 (meaning both the editor and game runs now work if you do this):