We're working to bring you all a new build in the next 3-4 weeks time. There is some complex shader work that has to be created to make the new 3D commands easy to use and control.
In the meantime, here's the latest list of changes and also a list of new commands you can look forward to soon;
Features fixed and added to
- Added new string commands FindStringCount, FindString, FindStringReverse, CompareString, CompareStringIgnoreCase, ReplaceString, StripString, TrimString, TruncateString, CountStringTokens2, GetStringToken2
- Added SetTweenSpriteXByOffset and SetTweenSpriteYByOffset
- Added commands to create a custom tween with up to 4 float and 4 integer values, and read the values as it is running
- Added GetSpriteOffsetX and GetSpriteOffsetY to return the current offset point
- Fixed the tween commands not working properly when broadcasting multiple apps to a device
- Fixed DeleteAllSprites preventing text and edit boxes from drawing
- Fixed DeleteFile not refreshing the file list when using GetFirstFile
- Fixed OpenBrowser on Windows sometimes not detecting the correct default browser
- Added MinimizeApp command to minimize an app
- Fixed CreateMemblockFromImage not working on render images on Android
- Fixed render images becoming blank on Android when an app is sent to the background
- Added SetObjectZBias to prevent Z fighting
- Changed GetEditBoxChanged to no longer reset after being called, it will now return 1 until the next Sync or Swap call
- Fixed GetSoundsPlaying not recognising when a sound is stopped with StopSoundInstance
- Added a Log command that accepts a float to return the logarithm of a value
New commands coming soon!
There's a list of new commands coming to the next update of AppGameKit in TheGameCreators forums.
In our labs AppGameKit can now load a bone animated object and draw it with proper vertex weights, where one vertex can be influenced by up to 4 bones, with commands to move each bone around by name. Check out our demo video here;
https://youtu.be/20voaY7scmw
The system can also handle older style models that used limb based animation instead of vertex weighted. Each limb is a separate object placed in a hierarchy and each can be colored, textured, etc, separately from the others, or even detached from the main object and made into a fully independent object, with its own child limbs going with it. The next step for the 3D engine is to provide an easy shader creation system based on the lighting and animations you want to happen in your 3D scene.
The 3D Physics work also continues with the team moving onto Ragdoll physics commands.