Beginning of the year we posted our roadmap for the first half of 2019 and now that we’re halfway through it’s time to summarise what we’ve done so far:
Engine
- Resource properties
- Not finished yet. Work planned to start beginning of Q2.
- Multi-texturing
- Not started yet. Plan is still to ship this functionality in H1.
- Modularization
- Webview moved to a native extension.
- Push and Facebook soon to follow.
- IAP sometime during Q2.
- Audio
- Design for an improved audio system is on-going.
- Bug fixes and improvements
- The source of one ANR has been identified and fixed.
- os.exit() (hard exit) vs sys.exit() (clean exit).
- One other ANR source has been identified and will be fixed soon.
- HTTP requests and blocking calls to getaddrinfo while engine is shutting down.
- The source of one ANR has been identified and fixed.
- Platform compliance
- iOS SDK 12 support has been added.
- Migration from GCM to FCM done.
- Android 64-bit support in progress.
- With upgrade to LuaJIT 2.1-beta3
- Metal and Vulkan
- Very good progress is made.
- Shaders are now cross compiled using SPIR-V.
- Proof of concept with Defold running Metal via MoltenVK and Vulkan on iOS.
- Improved 3D support
- We released local vertex space support in 1.2.146.
- Custom vertex formats planned for end of Q2.
- New platforms
- iOS simulator support has been delayed.
- New plan is to release it early Q2.
- iOS simulator support has been delayed.
- Google Play Game Services
- Plan is to start working on this early in Q2.
Editor
- Unified build pipeline
- This has been down-prioritized with a new plan to release before end of Q2.
- Improved undo workflow
- Will be released early Q2.
- Editor extensions
- A design for editor script extensions has been made.
- Editor script extensions will be released in Q2.