gui.max_animation_count
propertin in game.project
.defignore
state
name as a temp resource name during the build process.image-view
styling more efficientBREAKING CHANGE: (#7967) Added option frustum_planes to render.draw()
The flag is set as render.FRUSTUM_PLANES_SIDES
as default, making sure only the 4 side planes of the frustum is used.
By specifying frustum_planes = render.FRUSTUM_PLANES_ALL
, the user can make sure all 6 frustum planes are used.
Example:
render.draw(self.model_pred, { frustum = proj * view, frustum_planes = render.FRUSTUM_PLANES_ALL})
BREAKING CHANGE: (#7971) Renamed dmSpinlock::Init() to Create() and also added Destroy() function On some platforms, the spinlock needs to also be properly destroyed. To make this more apparent, and also have good naming, we renamed the functions to Create()/Destroy().
BREAKING CHANGE: (#7972) Remove embedded builtins resources from release builds We’ve removed the system debug font as a default gui font. This will save some size in the final executable. This is a breaking change but it is likely to affect only a few users. If you are using gui text, and your gui scene doesn’t have a font, the text will not show. If that is the case, then the fix is to add a font explicitly to your gui scene.
NEW: (#7866) Custom vertex format support for ParticleFX components Particle FX nodes can now utilise the custom vertex formats previously added to sprites. This enables you to pass custom data from the editor into shader attributes when rendering particles.
NEW: (#7961) Added sys.exists() for verifying the existence of a file or directory With this function it is possible for the user to check if a file exists before trying to load the file.
FIX: (#7949) Fix issue when window (on Mac) opens without focus Fixed an issue when a window on Mac opens without focus. In such cases, the window doesn’t react to most input events, and only double-click works.
FIX: (#7681) Create depth / stencil buffers as textures for render targets Added support for creating render targets with depth buffers as textures, which enables you do bind them to a shader like a regular texture without the need to write the depth data to the color texture. To create a rendertarget with a depth texture, pass in the render.TEXTURE_BIT flag in the depth buffer parameters.
-- Creating the RT in a render script:
local color_params = {
format = render.FORMAT_RGBA,
width = render.get_window_width(),
height = render.get_window_height(),
}
local depth_params = {
format = render.FORMAT_DEPTH,
width = render.get_window_width(),
height = render.get_window_height(),
flags = render.TEXTURE_BIT -- this will create the depth buffer as a texture
}
self.my_render_target = render.render_target({
[render.BUFFER_COLOR_BIT] = color_params,
[render.BUFFER_DEPTH_BIT] = depth_params
})
-- bind / enable the depth texture to a texture slot on a material:
render.enable_texture(0, self.my_render_target, render.BUFFER_DEPTH_BIT)
FIX: (#7928) Fixed a fullscreen issue for newer macOS versions The issue was that on macOS Ventura, the fullscreen mode would not render anything as it got a window size of (0, 0). We now detect this case and then use the window frame rectangle.
FIX: (#7921) __Add ability to ignore bundling for native extensions in .defignore
__
Added ability to use .defignore
to ignore native extensions when bundle in bob.jar
.
FIX: (#7851) Delete sound instance if stopped before play issued Fixed an issue where a delayed sound was stopped before it started playing.
FIX: (#7827) Fixed non-Western character input not working on Windows and MacOS.
It is now possible to input Chinese, Korean and other non-western language characters using a keyboard on Windows and macOS. The action table of the on_input()
text event will contain the pressed key, just like for Western keyboard input.
FIX: (#7969) Fix using state
name as a temp resource name during the build process
Fixed issue when bob.jar
creates state
file for its internal data. It makes it impossible to use this word as a name for a folder in the project.
FIX: (#7987) Make sure that all the excluded collection detected even using local cache Fixed issue when using local cache may affect detection of the excluded collection proxies for LiveUpdate.
FIX: (#7983) Use EngineLoader.wasm_size if response doesn’t have Content-Length header dmloader.js will use EngineLoader.wasm_size if response doesn’t have Content-Length header in setupWasmStreamAsync.
FIX: (#7985) Fix for calling Unmount when removing a live update archive This fixes an issue where the memory and file handles of a live update archive would linger until the next reboot.
NEW: (#7936) Automatically build SPIR-V shaders when using the Vulkan backend Improved the flow for using the Vulkan graphics backend in the engine:
NEW: (#7868) Show notifications about fetch library issues The editor will now show notifications about failed attempts to fetch libraries.
NEW: (#7890) Add filtering to the editor Console This changeset adds a Filter function to the editor console. The editor supports 2 types of filters:
my-app-subsystem
filter!chatty-subsystem
filterAdditionally, you can use multiple filters simultaneously.
NEW: (#7854) Add gui.max_animation_count
propertin in game.project
Now it’s possible to specify count of animations in GUI component in gam.project
->gui.max_animation_count
(by default 1024).
NEW: (#7914) Make editor load natives only for its platform
FIX: (#7950) Show right error when bundling
Show right bundle error instead of game/build/default/game.arci (No such file or directory)
FIX: (#7887) Separate glyph data from fonts Improved the font resource memory footprint by separating glyph data from common font settings such as material and shadow parameters that are generally not needed for the glyph data. Building a font file will not result in two resources on disk, one ‘.fontc’ and one ‘.glyph_bankc’ respectively. The glyph bank may be shared between two or more font files depending on font settings.
FIX: (#7934) Less aggressive rounding of numeric values in the editor
FIX: (#7904) Make .image-view
styling more efficient
Improve editor performance when scrolling the Assets pane
FIX: (#144) Fix spine related crash in the editor when loading many spine animations at the same time This fixes an occasional editor crash when using the Spine extension.
FIX: (#7908) Property editor fixes
FIX: (#7938) Make adb devices parsing more resilient
APK installation on Android is now more resilient to different formats of adb devices
output.
FIX: (#7958) Send correct Content-Length HTTP headers in responses to engine HEAD resource requests