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28. June 2016

 

Another hotfix for Unreal Engine, 4.12.4 was just released with over 30 fixes.  Those fixes include:

Fixed! UE-32179 Properties of blueprint based behavior tree decorators are reset on game start
Fixed! UE-32178 Vehicles set to "obstacle only" in RVO are moving on their own
Fixed! UE-32356 Editor crashes when opening several marketplace assets - Assertion failed: !HasAnyFlags
Fixed! UE-32414 Using TickInterval for a tick used as a prerequisite will crash
Fixed! UE-31897 PhysicsVolume weak pointer returns null only in packaged project
Fixed! UE-31938 Crash report window does not open on GitHub source builds
Fixed! UE-29086 Crash When Typing a Node Comment and Hovering Over the Alignment Option
Fixed! UE-30963 UCS continuously runs while a blueprint's thumbnail in content browser is focused
Fixed! UE-32381 Crash updating thumbnail after compiling blueprint
Fixed! UE-32283 Animations imported with Skeletal Mesh are not marked as dirty and don't get saved
Fixed! UE-30878 [CrashReport] UE4Editor_Foliage!FFoliageInstanceBaseCache::AddInstanceBaseId() [foliageinstancebase.cpp:101]
Fixed! UE-31956 Instance changes no longer propagating to ChildActor after updating from 4.11.2
Fixed! UE-32219 [CrashReporter] Crash in UEngine::UpdateTimeAndHandleMaxTickRate()
Fixed! UE-32276 AActor::OnRep_AttachmentReplication regression on detach
Fixed! UE-32124 Crash when Deleting Concatenator Node while Playing Sound Cue
Fixed! UE-28604 [CrashReport] UE4Editor_Engine!FSharedPoolPolicyData::GetPoolBucketIndex() [gpuskinvertexfactory.cpp:75]
Fixed! UE-31445 [CrashReport] UE4Editor_DetailCustomizations!FBodyInstanceCustomization::GetDefaultCollisionProvider() [bodyinstancecustomization.cpp:35]
Fixed! UE-32244 Grabbing a Destructible Mesh Child blueprint with a Phsyics Handle crashes the editor
Fixed! UE-31766 [CrashReport] UE4Editor_Engine!AActor::InvalidateLightingCacheDetailed() [actor.cpp:4111]
Fixed! UE-32060 Editing Landscape Collision Mip Level Crashes Editor
Fixed! UE-32132 Safe zone visualization and debugging is broken on Windows
Fixed! UE-31441 A3D doesn't work on PS4
Fixed! UE-31450 [CrashReport] UE4Editor_UnrealEd!FLightmassExporter::WriteSceneSettings() [lightmass.cpp:1818]
Fixed! UE-31765 [CrashReport] UE4Editor_Renderer!FMeshMaterialShader::SetMesh<FRHIVertexShader * __ptr64>() [shaderbaseclasses.cpp:457]
Fixed! UE-31454 Using VR Preview and Shader Complexity viewmode will cause a crash
Fixed! UE-29332 [CrashReport] Crash When Switching from Lit to Light Complexity Mode
Fixed! UE-32036 GitHub 2504 : [Editor Hang new in 4.12 fix in FinalPostProcessSettings] Essential project-killing hang fix ? Rama
Fixed! UE-32415 Editing Landscape Collision Mip Level Crashes Editor
Fixed! UE-29146 CameraVectorWS Input Data as Post Process Blendable not Rendering Correctly
Fixed! UE-31549 r.ScreenPercentage.Editor does not function
Fixed! UE-32507 Third party plugin authors cannot stage PRX files on PS4
Fixed! UE-31914 Remove embedded vertex buffers from GoogleVRHMDViewerPreviews.cpp that are killing compile times and binary sizes

 

Check the 4.12 thread for more information.

GameDev News


27. June 2016

 

Marmalade is a popular C++/Lua (via Quick)  cross platform game engine that was used to make games such as Call Of Duty – Black Ops Zombies and Gods of Olympus.  Today they announced the release of version 8.4.  By far the biggest component of this release is that C++ 11 support is officially out of beta and available for use.  Additionally there were several fixes and a few deprecated platforms, including:

  • s3eCamera can now return high quality still images on Android, rather than the viewfinder preview
  • Windows 10 ARM builds can now be directly deployed to any attached device without any special configuration
  • Apple Pencil pressure reading is now supported on iPad Pro in addition to existing 3D Touch support
  • Slide Over and Split View multitasking now available to Marmalade apps on iOS 9 on supported devices
  • s3eWebView updated to use newer version of Chromium Embedded Framework on Windows Desktop

...and many, many more. For full details, please see the 8.4 release notes.

And finally, as announced earlier in May, this release also sees the removal of several technologies that have reached end-of-life:

  • LG Smart TV platform
  • BlackBerry platform (both BlackBerry 10 and BlackBerry PlayBook)
  • MIPS (an Android-only architecture)

You can continue to use these technologies through older releases of the Marmalade Platform but these are now officially no longer supported.

 

You can read more about the release here.

GameDev News


27. June 2016

 

.NET Core was just released today, along with ASP.NET Core 1.0 and Entity Framework 1.0.  .NET Core is a new implementation of .NET that is available on Windows, Linux and Mac OS and is completely open source and available on Github.  Along with the release there are also Visual Studio extensions available as well as Visual Studio Update 3, which was also released today.

 

The biggest selling points of .NET Core according to Microsoft are:

  • Cross-platform: Runs on Windows, macOS and Linux.
  • Flexible deployment: Can be included in your app or installed side-by-side user- or machine-wide.
  • Command-line tools: All product scenarios can be exercised at the command-line.
  • Compatible: .NET Core is compatible with .NET Framework, Xamarin and Mono, via the .NET Standard Library.
  • Open source: The .NET Core platform is open source, using MIT and Apache 2 licenses. Documentation is licensed under CC-BY. .NET Core is a .NET Foundation project.
  • Supported by Microsoft: .NET Core is supported by Microsoft, per .NET Core Support

 

.NET Core isn’t a single product, instead it’s a composition of the following tools and libraries:

  • A .NET runtime, which provides a type system, assembly loading, a garbage collector, native interop and other basic services.
  • A set of framework libraries, which provide primitive data types, app composition types and fundamental utilities.
  • A set of SDK tools and language compilers that enable the base developer experience, available in the .NET Core SDK.
  • The ‘dotnet’ app host, which is used to launch .NET Core apps. It selects and hosts the runtime, provides an assembly loading policy and launches the app. The same host is also used to launch SDK tools in the same way.

 

I recently released a video on using Visual Studio Code with .NET Core if you are interested in learning more.

 

.Net Core is available here.

GameDev News


27. June 2016

 

Nevigo, the makers of articy:draft, just released a short video illustrating their upcoming Unity plugin.  Articy Draft is a visual environment for designing and arranging game content such as dialog trees, plot points, etc.  The best way I can describe it is it’s like Viseo for game developers.  You can see a quick preview of the plugin in action, showing updating dialog moving from Articy to Unity in just a few seconds.


 

If you watched my recent Steam Summer Sale for Game Developer video, you may have noticed that Articy:Draft SE and Articy Draft 2 are both currently for sale on Steam.  I don’t have any hands on time with this software, is this a product you would be interested in me reviewing in the future?

GameDev News


24. June 2016

 

Leadwerks just released version 4.1 of their beginner focused 3D game engine.  The Leadwerks engine is currently available at 80% off as part of the Steam summer sale.

 

New features of this release from the release notes:

 

Environment Probes

The new environment probe entities can be used to add global illumination and reflections to any scene.
Attached Image

Volumetric Lighting

Each light in Leadwerks can now display an adjustable volumetric effect using a ray-marching technique to give your game dramatic visuals.
Attached Image

Enhanced Post-Processing Effects

Leadwerks 4.1 includes new built-in post-process effects including volumetric light scattering and screen-space ambient occlusion.  Older effects like bloom have been updated for improved visuals.
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GameDev News


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