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11. November 2015

 

Unreal Engine 4.10 was just released today.

Welcome to Unreal Engine 4.10! This release is packed with a number of great new features, but our main focus has been to increase engine stability and fix outstanding issues. Hundreds of reported bugs have been bashed, many new quality of life improvements were added, and virtually every supported platform has received updates. Unreal Engine is designed for incredible VR experiences, and every release it gets better. Epic's "Bullet Train" VR demo is powered by new features in this version, with new rendering optimizations designed specifically for head mounted displays. Mobile gets a nice upgrade in this release too, with new scalability features and support for refraction. Last but not least, great news for programmers: You can now use Visual Studio 2015 for development on Windows. And on Mac, we've revamped our Xcode projects to allow you to work more efficiently. We've also refreshed our target platforms with support for latest SDKs.

New Major Features Include:

  • Refraction Effects for Mobile
  • Optimized VR Rendering
  • Visual Studio 2015 Support
  • Mobile Material Quality Settings
  • UE4 Platform Updates (many)
  • Landscape Mirror Tool
  • Low Latency VR Motion Controllers
  • Automatic Blueprint Node Arrangement
  • Web Browser UI on Android
  • Gamepad support on Android
  • Amazon Fire Game Controller and Fire TV Remote Support
  • NVidia Shield Controller and Portable Support
  • Samsung Gamepad Support
  • XCode Project Overhaul
  • Mobile Provisioning Selector
  • Misc bug fixes

 

Click here for full details of this release or fire up the Epic Launcher to update.

GameDev News ,

11. November 2015

 

Urho3d, an open source 3D engine we took a closer look at last year, just released version 1.5. 

link to http://urho3d.github.io

 

 

From the release notes:

  • Database subsystem with either SQLite or ODBC support.
  • Localization subsystem.
  • Improved the navigation / crowd navigation API and examples.
  • SSE and animation performance optimizations.
  • Enable BT_USE_SSE on Linux and MinGW platforms, enable BT_USE_NEON on Android and Raspberry-Pi platforms.
  • Urho3D macros such as OBJECT, EVENT, HANDLER renamed to have URHO3D_ prefix to prevent ambiguity with other libraries.
  • Double support to Variant, Deserializer, Serializer & JSONValue. Store Lua object attributes accurately as doubles.
  • Support for moving nodes & components between scenes, or creating components “sceneless” and moving into a scene later.
  • Cubemap loading from DDS files.
  • Refactored the object class registration mechanism to store the object’s base class for “Is this class derived from this” queries.
  • Optional “raw” Lua file loading through direct filesystem access for easier debugging.
  • Configurable blend mode in renderpath quad commands.
  • UV coordinates added to raycast results.
  • Allow submitting bare function names instead of full signature to Execute() & DelayedExecute() in AngelScript, similar to specifying event handler functions.
  • Allow negative scale for nodes.
  • Culling camera optimization for viewports, to allow rendering multiple viewports with the same culling data set.
  • Refactor Urho2D animation playback. Add optional Spine support (user must supply Spine runtime.)
  • Refactor Urho2D sprite atlas handling.
  • CollisionShape acquires model resource from StaticModel in same node automatically if collision model undefined.
  • Request the high-power GPU on AMD multi-GPU setups.
  • API for programmatic animation track & keyframe creation.
  • Added AnimationController IsAtEnd() function.
  • Added “remove on completion” mechanism to AnimationController.
  • Added function to remove all components of type to Node.
  • Added GetParentComponent() function to Node.
  • Added resource memory usage stats to DebugHud.
  • Support for ScanDir() on Android.
  • Improve Variant / VariantMap bindings on Lua.
  • Improve internal mechanisms for Lua bindings, e.g. store Urho3D context inside Lua state global table.
  • Improve API for kNet connection stats.
  • Improve AngelScript GetChildrenWithClassName() to return also derived classes.
  • Improve UI tab behavior
  • Improved navigation debug geometry
  • Improve ConvexCast by taking into account CollisionShape’s offset position & rotation.
  • Spline class cleanup & improvements, including linear interpolation mode, and looping Catmull-Rom mode.
  • Refactored JSONValue class to be more JSON-like.
  • Material render order support within a pass.
  • MM_FREE mouse mode, which disassociates cursor visibility from being confined inside the window.
  • Allow doubleclick event in UI over emptiness
  • Make Octree::Raycast() threadsafe.
  • GetGLContext() added to GraphicsImpl on OpenGL to allow the application to perform manual context switching.
  • Fixes for vertex texture fetch on D3D11.
  • Allow optional forced creation of CPU-only vertex & index buffers also in non-headless operation.
  • Unified texture upload behavior: half-float formats need to be provided as such on both D3D & OpenGL. Added float/half-float conversion functions.
  • Automatic generation of intermediate directories in FileSystem::CreateDir().
  • Warn if attempting infinite distance physics raycast. Remove erroneous infinity default value from AngelScript physics raycast bindings.
  • Allow non-strict numeric type to be returned from Variant, e.g. GetFloat() succeeds for an int.
  • Allow to disable PhysicsWorld or PhysicsWorld2D automatic simulation stepping during scene update. When disabled, the physics world can still be stepped manually.
  • Support for manual advancing of value animations.
  • globalVars VariantMap for AngelScript to allow easy cross-ScriptFile parameter passing.
  • Improve ConvexCast() to return distance using the hit fraction.
  • Ensure normalized vertex weights in AssetImporter, and clamp to 4 weights maximum instead of error, by dropping the smallest weights.
  • Configurable layer count in DynamicNavigationMesh to control memory usage.
  • Emscripten ETC1 & PVRTC extension support detection.
  • Emscripten hardware instancing support.
  • emscripten_get_now() for better timer precision and less CPU use.
  • Disable frame limiter Sleep() on Emscripten.
  • Disable audio output in C++ samples where it isn’t necessary.
  • Remove redundant glEnable() / glDisable() calls related to OpenGL texture types.
  • Removed defined_ member variable from BoundingBox, Sphere & Rect in favor of determining the definedness from the bounds being valid.
  • Invalid order checking for Lua binding overloads.
  • Dangerous math class constructors marked explicit.
  • Properly enabled multithreading in GCC/Clang builds.
  • Emscripten toolchain & build related fixes and improvements.
  • Clang tools support in the build.
  • Annotator & script binding extractor skeleton tools in preparation for generated script bindings.
  • Build improvements for CLion IDE.
  • Support Android NDK r10e.
  • Support non-PCH build.
  • Support spaces in path for build.
  • Install d3dcompiler DLL to bin directory for Windows / D3D builds.
  • Improved Urho3D DLL installation logic.
  • More user-friendly operation for missing HTML help compiler or dot.
  • Symlink assets to the build binary directory.
  • Allow installed sample executables to run out-of-the-box on Windows.
  • Reformatting of source code to get rid of indents on empty lines.
  • Script subdirectory in the engine source renamed to AngelScript.
  • Option to build Urho3D without threading (URHO3D_THREADING). Normally disabled on Emscripten but can be enabled for experimental development on browsers with included support.
  • Improved documentation on contributing and 3rd party library policy.
  • Update AngelScript to 2.30.2.
  • Update Assimp to September 2015 revision.
  • Update Bullet to 2.83.6.
  • Editor: setting for new node position preference.
  • Editor: particle editor improvements.
  • Editor: function to assign child nodes into a spline path.
  • Editor: center camera on object with HOME key.
  • Editor: selectable MMB functionality.
  • Editor: language selector and localizations.
  • Editor: Blender hotkeys mode.
  • Editor: HSV color wheel.
  • Editor: event handling refactoring.
  • Editor: 3D debug icons.
  • Editor: make showing IDs optional.
  • Editor: cubemap generation support.
  • Editor: export scene to .obj.
  • Editor: accelerator keys for reset pos/rot/scale.
  • Editor: quickmenu select topmost option with Enter key.
  • Editor: local offset added to spawn editor.
  • Fix missing bindings in navigation / crowd navigation script API.
  • Fix missing Lua bindings for Component class.
  • Fix SplinePath AngelScript bindings.
  • Fix failure to add / remove obstacles due to DetourTileCache queue being full.
  • Fix UI element debug draw.
  • Fix quantized AABB bug with large collision meshes.
  • Fix incorrect viewport size when rendering to both backbuffer & textures.
  • Fix flashing of 2D sprite animations due to misreported animation length.
  • Fix AssetImporter single keyframe animations.
  • Fix GetData() from rendertarget textures on D3D9.
  • Fix handling of lightmap textures in AssetImporter.
  • Fix debug geometry rendering if backbuffer resolve was used.
  • Fix blend mode of Urho2D material getting overwritten.
  • Fix terrain shader quality on mobile devices.
  • Fix partial rendertarget clear on D3D11.
  • Fix URHO3D_PACKAGING build option on Windows shared lib build.
  • Fix PackageFile::GetEntryNames() to return filenames with original case.
  • Fix FXAA3 shader on OpenGL.
  • Fix Depth shader on D3D11.
  • Fix Blur shader.
  • Fix shader code which attempts to use 3D textures on GLES.
  • Fix objects getting removed from physics simulation due to zero Node scale on some axis.
  • Fix line height of included SDF fonts. Fix corrupt rendering if Text3D changes font from SDF to non-SDF or vice versa.
  • Fix inaccurate terrain occlusion.
  • Fix ValueAnimation resource not loading properly.
  • Fix RigidBody2D body type enum.
  • Fix RigidBody2D & CollisionShape2D to be resilient of the add order.
  • Fix Drawable2D’s not using viewmask in rendering & raycast.
  • Fix Quaternion::FromLookRotation() zero cross product case.
  • Fix RigidBody2D custom mass handling.
  • Fix multiple value children created into XMLElement.
  • Fix TmxFile2D loading according to the updated Tiled spec.
  • Fix integer overflow in Random() functions.
  • Fix potentially unreleased Lua function references.
  • Fix UIElement functions that may crash at UI deletion time.
  • Fix mistaken commenting out of GLSL source code.
  • Fix animation “freezing” due to model being invisible while the animation finishes.
  • Fix Graphics::ResolveToTexture() on D3D11, especially for less-than-fullscreen viewports.
  • Fix potential crash or error during animation event processing, if animations are added/removed.
  • Fix potential null pointer access at navmesh destruction time.
  • Fix not allowing collision geometry from multiple CustomGeometries in the same node.
  • Fix space glyph not getting loaded in some fonts.
  • Fix missing resource dependencies tracking when resource autoloading is switched on during runtime.
  • Fix crash on MinGW build with SSE optimizations.
  • Fix windowed / fullscreen switching on Emscripten.
  • Fix missing URHO3D_API specifiers from some classes / structs.
  • Fix improper rounding during TrueType loading, which would displace some glyphs.
  • Fix incorrect bounding box of StaticSprite2D.
  • Fix lost font texture (OpenGL only) not being handled for Text3D.
  • Fix crash with CollisionChain2D with not enough vertices. Allow to create CollisionChain2D in the editor.
  • Fix crash caused by querying HashMap or HashSet while it’s being cleared.
  • Fix erroneous hardware keyboard input on Android.
  • Fix Android MIPS build.
  • Fix UI element layouting changing the user-defined minimum size.
  • Fix crash in 64bit build when opening the console window.
  • Fix potential edge artifacts in dynamically created spritesheets.
  • Fix Spine animation playback thread safety.
  • Fix mouse button release while cursor hidden not releasing drag elements.
  • Fix too heavy-handed skybox shader Z adjustment on GLES, which caused objects to be obscured by the skybox.
  • Fix protected AngelScript class variables showing up as serializable/editable.
  • Fix ResourceRefList serialization bug caused by String::Split() not returning empty strings.

GameDev News , ,

10. November 2015

 

One thing I have greatly enjoyed about running GameFromScratch.com over the years was getting emails like “Thank you for introducing me to _____ game engine”.  GFS is actually a pretty large community at this point and the indie gaming community would be nothing without the awesome tools, frameworks and game engines available today.  One of my major goals is to increase awareness of these great tools.  Up until now I have done fairly piecemeal reporting on indie game development news but now I am going to be a bit more active.

 

So what exactly does this mean?  Well it means I am going to do a great deal more smaller posts on GameFromScratch about new game development product releases to help generally raise awareness in the community.  I am also going to be implementing a new tagging system here so the people that want to filter it out can!  Don’t worry, GameFromScratch is going to continue with much the same content it has today, just with more news thrown in.

 

Of course, to report on news I need to be aware of it!  This is going to be solved in a two fold manner.  First I have set up a new account specifically for engine and tool developers to contact me with their game development related news.  If you’ve created or updated a product, library, framework, book or engine that you think is newsworthy for indie game developers, please email news@gamefromscratch.com and I will do my best to report it in the timeliest manner possible assuming it is relevant.  GFS gets a quarter million views or more a month composed entirely of full and prospective game developers, so it should be a great place to get the word out. There is of course a fine line between news and spam, which is why I will be keeping this a manual process.

 

Second, I am going to be setting up a list of resources to monitor and will periodically ( hourly, daily, weekly? all depends how resource intensive this becomes ) check for updates and report them accordingly.  Of course if you run such a project and want the news out, sending it directly to news@gamefromscratch.com is going to have a much faster turn around, especially as the list grows larger and larger!

 

In the next day or two I will make the first draft of the initial projects I am going to monitor for news.  Of course the coverage that matter is ultimately driven by you, so if there are projects ( some example, Tiled, LibGDX, SFML, Box2D, Lime, Unity, Substance, Maya, Blender, etc ) you want monitored for new releases, be sure to let me know!  Of course too, if there are subjects you absolutely don’t want covered, let me know that too.  Remember I am also going to implement a set of tags such as NEWS_POST and NOT_NEWS_POST, so you can easily filter all of this out if you have no interest at all in being updated on goings on in the gamedev world.

 

Any and all feedback is appreciated.  I’m working on the initial list as we speak so expect it in the next day or two.  If you are a game tool/engine developer and want to make sure your product is covered or you have news to report, be certain to email me.  If you think this entire idea is barmy and that I’m completely insane, also let me know!

News ,

9. November 2015

 

If you read my recent laptop buyers guide for game developers you may have noticed that the “winner” was the P34 V4 by Gigabyte.  In this case I put my money where my mouth is and purchased one.  After spending the last couple days using it I figured I would create a bit of a review.

Here are the specs for the machine I purchased:

  • Intel Core i7-5700HQ Broadwell CPU
  • 16GB DDR3 RAM
  • 128GB SSD, 1TB 5400RPM SATA HD
  • NVidia GeForce 970M with 3GB DDR5
  • 2560x1440 Display
  • Windows 10 Basic
  • $1950CDN Purchase price
  • 3.5lbs and 14” chassis

 

Please be aware that a number of different versions of this machine exist, the biggest differences being the amount of system RAM and the resolution of the display.  If purchasing off Amazon, this version is a  much better value.  The RAM and drives is easily accessible if you need to make an upgrade after the fact so don’t be overly concerned about RAM or HDD sizes.

 

If you are in Canada like me, and suffering from our recently pathetic dollar valuation, I highly recommend you check with Computers Canada, where I managed to purchase it for less than Amazon but in Canadian currency!  I wont go into a great deal of detail on why I purchased this particular computer as the buyers guide and price tag should make that part clear.

 

Gallery

 

Packaging

20151106_173832

 

Contents and Power Supply

20151106_174201

 

Side View

20151106_174039

 

Relative To Razer Blade 14

20151107_095340

 

Relative to MacBook Air

20151107_094851

20151107_094836

 

Build Quality

 

I have never purchased a Gigabyte system before so my biggest concern was build quality.  My other systems are Razer and Apple, both known for a high level of fit and finish, while I pictured Gigabyte as a more … pedestrian builder.  Fortunately I was wrong here, the Gigabyte has absolutely no faults, in fact the build quality may be slightly better than the Razer ( which had a sub-par trackpad buttons ). 

The main chassis is made of aluminum and there are no obvious gaps.  The back of the screen is made of a high quality plastic, which while not looking as good as the Razer or Macbook, contributes to keeping the weight down.  Speaking of weight, this machine is amazingly light at 3.5lbs.

The keyboard and trackpad are both quite nice, although the auto sensing backlit on the keyboard seems wonky and often doesn’t come on even in complete darkness.  This fortunately can be manually set using Fn + Spacebar so it’s not a huge deal and probably is a software problem in the end.  The hinges seem solid, a point of concern with prior Gigabyte laptops.

In the end I rate the build quality as very good, a pleasant surprise.

 

Fans and Thermals

 

As I don’t review machines very often I do not have the proper equipment for measure thermal or volume emissions.  I can however state my experiences.  Under no load, the machine is completely silent and cool to the touch.  When Optimus switches from integrated to dedicated GPU the fans come on immediately.  Playing a AAA game causes the fans to crank up.  They are certainly audible but not excessive.  In the end the machine is a great deal quiter under load than my Razer Blade.

Under moderate load the temperatures arent too bade.  Once playing games for loading a heavy CAD scene and it gets hot quickly.  All of the heat is centered at the back below the screen hinge and gets uncomfortable to the touch.  The machine itself does not get warm, it is being effectively cooled and you never feel the heat on the top of the machine, but you certainly don’t want the machine to be on your lap.  I would guess that a cooling bad is not a requirement with this machine.

 

Bundled Software

 

The last time I purchased an Asus machine, it was quicker to re-install the OS than to try and deal with all the bloat pre-packaged.  The same was about the Lenova desktop I recently purchased.  This machine however… nothing.  Gigabyte installs just about ZERO extraneous software which was nice to see.   Adobe Acrobat is installed along with the manual.  A utility for creating a USB backup is included as is their control panel for quickly toggling features like the trackpad or Windows key off or on.  Otherwise the only other piece of software installed is an optional update manager.

Gigabyte Smart Manager

image

 

Smart Update

image

Smart update makes keeping your drivers up to date an absolute breeze and supports the ability to install beta drivers which is cool.  However it downloads EXTREMELY slow and has a non-minimizable modal window during the download process.

 

All told it’s nice to see a non-bloated install with the bundled software being genuinely useful.  More manufacturers can learn from Gigabyte!  I would like to see download speeds and the idiotic modal window removed from the Update manager however.

 

Performance, Battery Life and Real World Experience

 

I am not going to bother with benchmarks in this review as I have no other benchmarks to compare it to.  Given the fast GPU, copious RAM and the fact it’s got the second best mobile video card available right now, it performs about as well as you would expect.  I threw a few games at it, Batman Origins, Heroes of Might and Magic 7 and Tomb Raider and was able to hit the v-sync limited 60fps at max settings on all three games.  Even running at native resolution I was able to manage playable framerates (40+) at max settings.  I did experience some oddity in Blender, but I think that’s more Blender to blame than the laptop.  I created a 3mil polygon scene and was able to sculpt with absolutely no hint of lag.  However switching to edit mode brought Blender to it’s knees.

 

Next we should talk about the screen.  Right now I am typing this at a café with sun glaring in my eyes with the screen at 60% brightness and I have absolute zero difficulty with glare.

20151109_145121

At full brightness the screen is a thing of beauty.  It is also the laptops second biggest failing.  Windows 10 has come a long way with high DPI screens but when they fail they fail hard.  Many applications are nearly unusable or extremely ugly when scaled to the higher resolution.  Worse is UIs that can’t be scaled leaving the results pretty much impossible to read.  Fortunately the 2560x1440 resolutions isn’t as extreme as 4K displays but it is still quite difficult to use many applications designed for a 1080p world.  The results look pretty good down sampled to 1080p thankfully.  If it was available I would have probably gone with a 1080p screen to save the hassle, but of course this is a matte of opinion.  Remember though, there is a 1080p option available.

 

Next we come to battery life and this is the Achilles heel of most “gaming” laptops, with machines that struggle to break 2 hours battery life under light load.  Thankfully this is not the case with the Gigabyte machine, in fact it is matching the Razer Blade 14 it is replacing, which is pretty amazing.  It was hard to tell exact battery life during the first couple days as Windows is downloading patches, indexing files and generally just being a bit of a pig.  Now that things seem to be settled I’m getting a pretty good gauge on battery.  Today for example I have been running on battery the last 3 hours with the wifi on, the screen at 60% brightness on balanced battery level with a little bit of 3D work thrown in the mix but mostly writing, surfing and watching a bit of YouTube, and the battery is at 31% with an indicated 1hr 25min remaining.  So 4 1/2 hours battery life under typical load.  I imagine I could stretch the battery out to about 6 hours by dimming the screen, while gaming would be lucky to hit 2 hours.  All told this is an amazing amount of battery life.

 

One minor (to me) problem with the Gigabyte P34w v4 laptop is it just sucks in the fingerprints.  I thought the Razer was bad, but this thing looked filthy within 5 minutes of taking it out of the box.  If you are a neat freak, this is certainly something to be aware of.  Fingerprints and this design… they aren’t friends.

 

Conclusion

 

In all honesty I am absolutely amazed by this laptop.  Great build quality, amazing specs, a 2 year warranty at the low end of the price range all in the 3.5lb 14” package.  It is certainly not a purchase I regret and one that I can easily recommend to anyone that favors portability and power in their laptop requirements.

It’s not completely perfect, but damned close.  The ultra high DPI screen can be EXTREMELY annoying at times, but that is by no means unique to the Gigabyte and unlike many other laptops, it at least has the guts to power that display.  Otherwise the two biggest negatives are the heat under load making it impossible to use as a literal laptop, but given the form factor and power available, this isn’t really surprising.  The other “flaw” is the slow speed of the secondary drive, a 5400RPM SATA drive is an unfortunate choice.  That said having the primary 128GB SSD drive makes this an inconvenience at worse and I rarely notice it.  The drives are easily accessible though should you wish to swap them out.

All told, this is an amazing machine.  When I purchased my Razer it was unique in the category, but as we saw there are now a number of high powered portable machines on the market now.  And with all things considered, price, size, weight, power and performance, the P34 came out a clear winner.

Totally Off Topic

9. November 2015

 

This is a feature that was quietly added in Blender 2.72 that will be a massive game changer to many potential Blender users.  The Blender UI has always been very keyboard focused and quite daunting especially for beginners.  Over the last couple releases we’ve seen some nice tweaks to the UI to make Blender a great deal more user friendly. The addition of radial menus is another step down the road of usability.  If you come from a Maya background this feature will be immediately recognizable.  Now keep in mind this feature is still under development and not enabled by default and there is certainly a reason for this.  Expects some bugs and growing pains, although personally I found it well worth enabling.

 

Before I show you how to enable pie menus in Blender, let me show you them in action:

Gif1

 

Enabling Pie Menus

To turn the menus on, go to File->User Preferences…

image

 

Next select the Add-ons tab, search for pie then click the enabled checkbox on “User Interface: Pie Menus Official”

image

 

You are now done.  However before you close the menu, there are some settings you may want to configure in the Interface tab.  In the bottom right corner you will set settings for configuring the Pie menus:

image

 

Personally I like setting the radius to around 40-50, which results in the menu being a lot denser, like so:

image

 

Available Menus

Now that pie menus are enabled, you will find several hotkeys perform differently.  Basically all of the things control via this toolbar are now available via pie menus:

image

Simply hit the right key(s) and the menu will appear.  You will notice a number next to each menu item, which can also be used instead of clicking the menu.  For example TAB + 6 will enable edit mode.  Right click or hit ESC to cancel a menu without selecting anything.

 

TAB key – object interaction mode

image

 

Q key – view selection

image

 

Z Key – shading mode

image

 

Ctrl + SHIFT + Tab – Snapping

image

 

. (Period Key) – Pivot

image

 

As with almost all things in Blender however, the bound keys can be configured to the users preference.

 

Again, this feature is under development and can be a bit buggy.  I found the shader menu a bit problematic on my computer for example.  However I view that even today it is worth the pain, especially if you like me work on a laptop without a dedicated number pad.  The new view navigation is a great improvement over enabling numpad emulation.

 

Never nice new feature, great job Blender team!

 

The Video

 

This video, available in HD here, illustrates mostly the same material we just covered if you prefer video form or if I missed a detail.

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Defold Engine 1.2.89 Released
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27. September 2016

 

Today saw a new released of the Lua powered Defold game engine.  The primary addition of this release was Spine support was added directly to the GUI.  Spine is a 2D IK based animation system I covered in detail in this post.  Of course I also have alogo-text-below complete Defold game engine tutorial series if you are interested in learning more.  I also did this hands-on video with the Defold game engine.

 

Back to release 1.2.89 details.  Not a huge release by any means, here are the complete release notes:

 

We have now added support for Spine nodes in GUI scenes. Similar to the component version, this creates a GUI node for each bone in the spine instance, which come in handy when you want to parent other nodes to your spine bones. A couple of new script functions has been added to the gui.* namespace, such asgui.get_spine_bone, gui.play_spine and gui.cancel_spine. The argument list for the two latter functions are the same as for their spine.* counterpart, except they take a GUI node as first argument; namely a spine GUI node.

The profiler (toggled via toggle_profiler) has been fixed and should now display the same information on all platforms.

We have also worked on memory leaks and performance issues which will result in better performance for all games, especially those with massive amounts of game objects.

Engine

  • DEF-1528 - Added: Spine support in GUI
  • DEF-2111 - Fixed: Spine events were incorrectly sent to the completion callback
  • DEF-2034 - Fixed: Profiler missing some information on different platforms
  • DEF-2084 - Fixed: Missing GUI node size enums in script
  • DEF-1983 - Fixed: Memory leak when creating and/or deleting game objects

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