The latest beta is now released, and we invite those interested in beta testing the new features in the editor and engine to join now.
The beta period will be 2 weeks and the next planned stable release is two weeks from now.
We hope this new workflow will highlight any issues earlier, and also get valuable feedback from our users. And please comment if you come up with ideas on improving on this new workflow.
Please report any engine issues in this thread or in issues using Help → Report Issue
Thx for helping out!
Disclaimer
This is a BETA release, and it might have issues that could potentially be disruptive for you and your teams workflow. Use with caution. Use of source control for your projects is strongly recommended.
This sprint we’ve fixed a few crashes, improved on the gamepad support for Android, and added some physics fixes.
The collision object now has a property bullet, that allows you to enable continuous collision detection. It is only supported in 2D physics.
Our gamepad system now supports reading raw input from connected devices with an unknown identifier.
WIP
We’re continuing working on our editor/pipeline plugin support, and are anticipating a first alpha release of the Rive extension this week.
Also, we’re currently working on an asset cache system for Bob. This will help reduce long build times for certain assets (i.e. compressed textures).
Engine
Issue-3191 - Added: Collision objects now has the property bullet
Issue-5931 - Fixed: macOS: Fixed bob.jar crash on M1 macs
Issue-5933 - Fixed: macOS: Crash fix for macOS fullscreen mode
Issue-5936 - Fixed: Android: Bundle tool now uses uppercase “UNIVERSAL”
Issue-5937 - Fixed: Update scaling in 2d physics when dynamic transforms are enabled
Issue-5963 - Fixed: Android: Don’t load keystore password file in bob when calling bundletool
Issue-5964 - Fixed: Include the width of trailing whitespace when linebreaks are disabled
Issue-5967 - Fixed: Map unknown gamepads and read raw gamepad packets
My assumption without testing this is that if a bullet is moving fast enough to pass entirely over a wall in a frame it will still register a collision making it unnecessary to do manual raycasts for the distance traveled for each bullet in a frame.
This does not seem to be the case, or maybe I set it up wrong? I tested go.animate and go.set_position for moving the collision objects marked as bullets.
Speaking of applying forces it’s still only a message but should also be an alias under physics like
physics.apply_force(component, force, position)
I tried to get a dynamic physics object to go fast enough but it doesn’t seem to be able to? Larger forces have no effect. No difference obvious when having is bullet disabled in the properties. Could you try to edit?
if action_id then
print("action_id: "..action_id);
end
And no “raw” action_id at all. And no action_id when I press keys /axis / triggers on a controller.
But I receive ordinary keyboard keys from my keyboard (to know, that it works at first place)