We’ve enabled dynamic physics transforms by default. This is more in line with the fact that you can scale the gameobject and it’s children (e.g. sprite)
You can disable this feature using the physics.allow_dynamic_transforms
property.
PVRTC and ETC1/ETC2 compression now default to Basis UASTC compression (using appropriate RGB/RGBA format on the target device).
In an effort to mitigate some of the OpenGL problems some users have experienced, we’re now changed approach a little bit.
The engine now first tries to get an OpenGL 3.3 Core profile. If it fails, it will then try to get a OpenGL 3.1 forward compatible profile.
Please let us know if the engine still won’t be able to create a window for you. And if so, please supply the list of supported OpenGL versions on your platform.
Another big change is that we’ve removed an an internal dependency called c-ares
, which was causing a lot of crashes.
We expect a big improvement in stability on iOS/Android.
Work in Progress
We’re currently working on implementing Rive app support in our engine. This work touches many areas of the code: editor, pipeline, resources and rendering.
One aspect we’re focusing on is the rendering techniques involved to do this.
We’re working closely with the Rive team to figure out the best approach.
Another part of this is introducing new API’s into our pipeline, in order to add/replace functionality when it comes to content processing, loading and rendering in game.
Engine
-
Issue-3289
- Added: Update sound from stringbuffer -
Issue-5705
- Added: Added support for multi-line dependencies -
Issue-5751
- Added: NE: Added dmScript::CheckGOInstance which allows you to get a game object instance in a script -
Issue-5613
- Fixed: Fix for crackling sounds when speed != 1.0 -
Issue-5621
- Fixed: Depth/stencil render buffer fix on macOS/iOS -
Issue-5639
- Fixed: Added support for BC7 textures on HTML5 -
Issue-5676
- Fixed: Add Screen blend mode everywhere Multiply is already available. -
Issue-5690
- Fixed: Do not create a DNS channel on iOS (avoids network permission popup) -
Issue-5692
- Fixed: Added dithering to 16bpp image formats -
Issue-5694
- Fixed: Implement the Weld joint for 2D physics -
Issue-5698
- Fixed: Pass build server url user info as basic auth -
Issue-5707
- Fixed: NE: Added .proto files to dmSDK -
Issue-5713
- Fixed: Increased gui node index range to 13 bits (8192 values) -
Issue-5720
- Fixed: Copy Android assets from extender build.zip -
Issue-5721
- Fixed: Added missing API docs -
Issue-5730
- Fixed: NE: Duplicate symbols (Texture::Texture) when building vulkan extension on windows -
Issue-5735
- Fixed: Only select PVRTC transcoding if the texture is square -
Issue-5738
- Fixed: HTML5: Updated deprecated calls to allocate() -
Issue-5739
- Fixed: Sprite component no longer updates vertex/index buffer with no data (HTML5 performance fix) -
Issue-5742
- Fixed: Win32 Build-and-Run now uses debug symbols to generate symbolicated callstacks -
Issue-5743
- Fixed: Enable dynamic physics transforms by default -
Issue-5744
- Fixed: Fixed dynamic updates of mesh buffers -
Issue-5753
- Fixed: ETC+PVRTC formats now use UASTC compression -
Issue-5756
- Fixed: Try OpenGL 3.3 Core profile first with fallback to 3.1 compat profile -
Issue-5748
- Fixed : NE: Fixed issue with dmBuffer handle becoming zero -
Issue 5783 : Fixed: Issue 5783: When using
--use-vanilla-lua
with bob.jar, the Lua files are stored in unencrypted source format -
Issue ****: Fixed: Removed c-ares dns lookup library
Editor
-
Issue-5695
- Fixed: Sign Windows Editor for stable releases -
Issue-5716
- Fixed: Editor now unpacks the entire build.zip into the project build folder -
Issue-5681
- Fixed: Fixed autocomplete ofwhile