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16. June 2016

 

There is another hotfix for the recently released Unreal Engine 4.12.  Composed entirely of fixes, hotfix 4.12.3 consists of:

 

Fixed in 4.12.3


Fixed! UE-31735 Get Class Defaults node disconnects output pins when project upgraded from 4.11 to 4.12
Fixed! UE-31743 Components derived from scene component reset vector location upon closing and re-opening editor
Fixed! UE-31812 CrashReporter Client has no options to close without sending
Fixed! UE-31789 GitHub 2484 : Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master)
Fixed! UE-31702 Assertion opening blueprint with HISMC created in 4.11
Fixed! UE-30934 GitHub 2406 : Git plugin: Fix for Git diff not working in UE 4.12 (and master)
Fixed! UE-31265 GitHub 2432 : BUGFIX: ProceduralMeshComponent crashes game
Fixed! UE-31578 [CrashReport] UE4Editor_Renderer!InjectTranslucentLightArray() [translucentlighting.cpp:1578]
Fixed! UE-31851 Reflections have an extra vector offset than in 4.11
Fixed! UE-31787 Vive: Positional Latency w/ Rotation

 

You can read more about the release in the Unreal forums.

GameDev News

16. June 2016

 

Cocos Creator 1.1.10 was just released.  Cocos Creator is a full game editing environment built on top the Cocos2d-x series of technologies.  If you are interested in learning more I did a hands on with Cocos Creator video a few months back.

 

This release brings several new features and fixes to the table including:

  • [Atlas] Add ‘Use specified Atlas to replace spriteFrame in current Scene’ menu item in ‘Developer’ menu.
  • [Assets] Imporved atlas asset importing performance.
  • [Scene] node path shown in Scene status bar can be selected and copy now.
  • [NodeLibrary] nodes dragged from Node Library will no longer be prefabs.
  • [NodeLibrary] a zoom slider is added to control how big the node icons are.
  • [Import] Fixed a Widget error when importing from Cocos Studio project.
  • [Import] Fixed an node visibility animation effect error when importing from Cocos Builder.
  • [Prefab] Fixed a critical error that occurs when close prefab editing mode while reloading scene.
  • [Animation] add animatable Collider.size property.
  • [Animation] add animatable Node.skew property.
  • [Animation] add cc.AnimationClip.createWithSpriteFrames API to generate animation clip in runtime.
  • [Build] Fixed build to ‘Web-Desktop’ show incorrect viewport issue.
  • [Build] Fixed build to Android with ‘default’ template will report error issue.
  • [Editor] Fixed font size in some editor buttons.
  • [Dashboard] Add path validation to new project page.

Component

  • [Sprite] Fixed crash error when using Tiled mode on tiny images.
  • [Mask] Fixed using removeChild to remove a node with Mask component will report error issue.
  • [Component] Fixed many different failures when modifying a property’s type if it’s already serialized.
  • [ScrollView] Add scrollToOffset API to allow positioning scrolling content with pixel position.
  • [ScrollView] Add event capture phase to solve registering event on node under scrollView may fail issue.
  • [Layout] Fixed None mode wrong calculation of anchor position.
  • [Label] Fixed set color on the node has no effect on label color issue.
  • [Label] Fixed calculated node size wrong using ‘Resize Height’ mode.
  • [Spine] Fixed v1.0 project Skeleton node cannot be scaled issue.
  • [Tilemap] Fixed scene graphic display error in Windows environment.
  • [Tilemap] Native platform now supports CSV layer data.

Engine

  • [Engine] loadResAll now allow path ended with ‘/’.
  • [Engine] Fixed handling cross domain images will report downloadImage error issue.
  • [Engine] Fixed hot update failed on Android platform issue.
  • [Engine] Fixed missing JavascriptJavaBridge dependencies in C++ engine that cause calling Java method from JavaScript failed issue.
  • [Engine] Fixed opacity related actions like FadeOut, FadeTo fail to work in JSB issue.
  • [Engine] Fixed EventTouch getID method may cause recursive looping issue.
  • [Desktop] Fixed when allow window size to change, the viewport shows wrong zoom when resizing window issue.

 

The full release notes are available here.

GameDev News

15. June 2016

 

Spine is a 2D bone based animation system compatible with almost every modern game engine.  I recently covered Spine in this detailed review a couple months ago.  Esoteric Software just released version 3.3.0 today.  The biggest features of this release are certainly animatable paths and path constraints.  That said, there are several changes in this release:

  • Added paths (cubic splines) that are keyable and weightable.
  • Added path constraints so a bone can follow a path.
  • Bounding boxes are now keyable and weightable.
  • Bounding boxes now have a color.
  • IK and transform constraints now appear under the target bone in the tree.
  • Added constraints to tree filter.
  • Constraints can now be created by clicking New... on a bone's properties in the tree.
  • Can drag/drop or copy/paste to copy transforms for bounding boxes and paths.
  • Fixed root bone translation not following parent or world axes.
  • Changed automatic backup file names to include the Spine version number.
  • Icons for clickable bone labels.
  • Added Match button for transform constraints to set the offset values to match the bone's current transform.
  • Fixed vertices in selection groups sometimes not working after a project reload.
  • Selection group internals have changed, selection groups in older projects have been cleared (sorry).
  • Fixed position of self intersecting bounding boxes.
  • Local shear is disabled on IK parent bones. The math is insurmountable. Local nonuniform scale is fine and it can still inherit nonuniform scale and shear.
  • Fixed exiting edit bounding box mode without creating vertices.
  • Dopesheet Select bones button now also selects the bones in the tree.
  • Fixed single bone IK with nonuniform scale.
  • Fixed automatic backups being created even when disabled.
  • Import Data and Import Project are now available in the trial.
  • Faster image export when loading many different images.
  • Fixed exporting multiple skins not loading the images correctly.
  • Fixed mesh, bounding box, and path tool origin from jumping after manipulation and undo/redo.
  • Increased zoom in amount.
  • Weights view doesn't lose selected bones when undo/redo is used.
  • Added a Set Parent button when multiple images are selected.
  • Higher contrast for selected dopesheet bones.
  • Pose tool translation no longer loses the current selection.
  • Fixed horizontal scrollbar scaling in lists.
  • Fixed file dialog on OS X, no longer shows full path as file name.
  • Slightly smaller project file size.
  • Fixed a number of hotkeys when a non-English language is used.
  • Tool and bone selection colors aren't drawn when using color dialog.
  • Added bone transforms to Metrics view.
  • Fixed IK mix from rotating the wrong direction in some cases.
  • Can now paste keys from one IK/transform/path constraint to another.
  • Fixed transform constraints showing as edited but not keyed (yellow).
  • Click + drag on multiple visibility dots now uses a single undo/redo step.
  • Fixed Events node visibility when there are multiple skeletons and when duplicating a skeleton.
  • Hovering over a bone or slot label highlights it in both the viewport and tree.
  • Attachments and bones can now be selected via the tree even if hidden or selection is disabled by the Options panel on the main toolbar.
  • Fixed tree not scrolling to correct location in some situations.
  • Fixed color chooser slightly changing some color values.
  • Increased time to show image preview for region and mesh attachments versus image files.
  • Improved constraint icons and colors.
  • Improved tree selection when shift and/or ctrl are held.
  • Tree expands and scrolls to selection when filters change.
  • Enforced inherit rotation and scale for IK constrained bones.
  • Entering mesh/bounding box edit mode no longer shows images/others.
  • Constraint bone/slot/attachment labels truncate long names in tree properties.
  • When changing attachment visibility, if the previously visible attachment was selected in the tree, the newly visible attachment is selected.
  • Fixed select box list display location.
  • Fixed FPS label color.
  • Dopesheet now highlights rotate, translate, scale, or shear timelines depending on which tool is selected.
  • Darker triangles lines in mesh edit mode.
  • Bones are only shown with weight colors when the Weights tool is active.
  • Fixed Create tool mouse cursor icon disappearing after deselection.
  • Transform constraints can now constrain multiple bones.
  • Arrow keys can translate in mesh edit mode.
  • Arrow keys work when vertices are selected with the Rotate tool.
  • Hold shift with the Create tool when creating a new bone to keep the parent bone selected, to more easily create many siblings.
  • Bone and image compensation buttons are now highlighted when compensation is applied.
  • When no bones are selected, the Create tool selects the root bone if the project contains only one skeleton.
  • Better relative path calculation, preventing ../ back to the drive root.
  • Set Parent works for multiple slots or bones.
  • Numeric transform entry is applied as you type.
  • Prevented double clicking launcher buttons.
  • Better horizontally tree scrolling when viewport objects are selected.

GameDev News

15. June 2016

 

Today Trimble just announced the beta of My.Sketchup, a version of their popular 3D modeler Sketchup, that runs entirely in the browser.  Previously owned by Google and used to make 3D models for their Google Maps solution, Sketchup is a 3D modeling application that makes modeling extremely quick.  Sketchup also has the 3D warehouse, a massive collection of models that are free to use directly in Sketchup.

My.Sketchup is currently in beta, if you are interested in joining you need to sign up and wait for an invite.  They aim to bring the entire Sketchup experience to the browser.  From their own announcement:

What is my.SketchUp? Why my.SketchUp?

One of SketchUp’s greatest strengths is its accessibility. Pretty much anyone can sit down in front of SketchUp with little or no prior experience in 3D modeling and be up and away in a few minutes. A little experience with drawing helps, and it is always motivating to have a project in mind that you want to model… but SketchUp is about the easiest tool available today if you want to visualize your ideas in 3D.

Since the beginning, SketchUp has relied on the presence of a desktop computer running an operating system from either Microsoft (Windows) or Apple (Mac OS X). And while that has been a great platform for SketchUp for the last fifteen years, it just doesn’t cover today’s spectrum of computing platforms like it used to.

For the last ten years, we’ve seen the inexorable rise of the Internet as a full-fledged platform for development. In our time at Google, we learned a new way to think about computing -— cloud first, respecting the power and ubiquity of the browser. And the Internet has (finally) matured in the last few years to provide a platform for development to support something as technically complex as 3D modeling.

Today, I’m pleased to announce the next big thing for SketchUp. We’re extending it to the cloud, bringing a full 3D modeling tool to anyone with a modern web browser.

My.SketchUp is a full implementation of SketchUp. All the tools you know, working exactly the same way they do on the desktop. This isn’t a watered-down, partial implementation. It’s the full shebang, running in your web browser with no special plugins or extra stuff to download and install. Just good old SketchUp.

My.SketchUp is also something entirely new. Working together with Trimble Connect, it is the most connected and collaborative version of SketchUp we’ve ever shipped. Your models are automatically stored in the cloud, available from anywhere. You can easily share them with others, combine your models with others, and manage changing versions, clashes, and comments over time.

If you’re already using SketchUp on your desktop computer, this isn’t meant to be a replacement. my.SketchUp is 100% compatible with SketchUp on the desktop, and you’ll have no challenges moving your models back and forth. They are just plain vanilla “.skp” files. We’re committed to keeping that true forever.

All that said, we’re still working out some details, polishing up the UI, and tuning the performance. Our release today is a public beta and a preview of my.SketchUp. We’re not done with this thing yet. Here’s a my.SketchUp FAQ that will give you a clearer expectation as you get started.

 

You can request an invite here.

GameDev News

13. June 2016

 

Today there was a new release of the Defold Lua powered cross platform 2D game engine, release 1.2.83.  One of the major features of this release is IPv6 only support, a requirement of the Apple App Store.  They also changed the default behavior of the escape key, no longer exiting the engine on press.  There were several other fixes and changes in this release:

Engine

  • DEF-1842 - Added: IPv6 support
  • DEF-1846 - Changed: Escape button no longer quits the engine
  • DEF-1760 - Changed: Switched to HTTPS for analytics server
  • DEF-1550 - Fixed: Refactoring GUI correctly updates texture paths
  • DEF-1828 - Fixed: gui.get_size() returns correct size on init
  • DEF-1624 - Fixed: Support for importing meshes with double type
  • DEF-1903 - Fixed: Facebook login UI is only shown if user is not logged in on HTML5
  • DEF-1661 - Fixed: filters field in facebook.show_dialog is handled correctly on HTML5
  • DEF-1722 - Fixed: Crash handling code froze on some platforms
  • DEF-799 - Fixed: Better logging when trying to stop ParticleFX that could not be found

Service

  • DEF-1781 - Updated: "Invite a friend" email has been updated

 

Let me know if you are interested in me doing a tutorial series about working in Defold.

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