AppGameKit Version 2.0.16 is now available on Steam. There are many tweaks and changes in this version and some significant changes for the Android platform (read below).
Here's a list of the changes;
2D, 3D and Physics Commands
- Fixed ObjectRayCast, and other collision commands, not working with cloned objects
- Fixed ObjectRayCast not working on scaled objects
- Added SetObjectMeshShader to set a shader on a per mesh basis
- Added GetObjectMeshVSSource and GetObjectMeshPSSource to get the source code for auto generated mesh shader
- Modified the SetObjectMeshLightMap command to use the first set of UV coordinates if a second set does not exist
- Fixed ObjectRayCast sometimes not detecting the closest collision point when multiple intersections occur
- Fixed SetObjectTransparency not recognising mode 2 as additive blending
- Adjusted the pixel light shader to support Android devices with low precision floats
- Fixed setting SetObjectLightMode to 0 causing a shader error on animated objects
- Added vector ID assert to GetObject3DPhysicsContactVector()
- Added command Get3DPhysicsRayCastObjectHit()
- Added command Get3DPhysicsRayCastContactPosition()
- Added command Get3DPhysicsRayCastClosestContactPosition()
- Fixed a Tier 2 bug in SaveObjectShape() command
- Fixed Help file for RayCast3DPhysicsObject()
- Fixed CreateObjectCapsule not creating a valid object
- Objects will no longer rebuild their collision data when mesh vertices change if SetObjectCollisionMode is set to 0
Mac Platform
- Fixed Mac apps not being able to make HTTP connections on El Capitan
- Fixed missing DLC menu on Mac IDE
- Fixed ChooseRawFile() not working on Mac El Capitan
Amazon Platform
Android Platform
- Updated all Android Tier 2 projects to Android Studio
- Added Google Game Service Achievements to Android player, controlled using the GameCenter commands
Misc Commands
- Added SetWindowPosition to change the window position on screen on Windows, Mac, and Linux
- Fixed GPS commands sometimes reporting no GPS sensor on iOS 9.1
- Increased maximum number of IAP products to 25 on both iOS and Android
- Windows 8 and 10 no longer require the DirectX End-User Runtime to be installed, Windows 7 and below still require it for audio
- Fixed a crash when using CloneSprite on a sprite created from LoadSprite and then deleting the cloned sprite
- Added project name to source file tabs
- Fixed a crash when using file commands with an empty string as the file name
- Updated iOS GameCenter for iOS 9
Android Studio Support
One big change in this update is that all the Android projects now use Android Studio, and we no longer support Eclipse from this update forwards. If you have used the Install Additional Files dialog to copy the Tier 2 files to a location of your choice then it will copy the new Android projects to that folder, but it will not delete the old ones. This is because it can't tell if you've modified them for your own purposes. The following projects in the Tier 2 "apps" folder are obsolete and no longer used, you may delete them, here's a list;
- appcompat
- google_expansion_downloader
- google_expansion_zip
- google_licensing
- google-play-services
- interpreter_amazon
- interpreter_android
- interpreter_android_expansion
- interpreter_android_lite
- template_android
- template_android_lite
- template_ouya_lite
Windows Platform Changes
Another big change is that Windows 8, Windows 8.1, and Windows 10 no longer require the DirectX End-User Runtime for XAudio to work, AppGameKit will now use the version that comes built in with those operating systems. Windows 7 and below will still need the DirectX files.
Cross Platform Achievments and Leaderboards!
Finally, there is now support for achievements and leaderboards on Google Game Services and Amazon GameCircle using the GameCenter commands normally used on iOS. Because the app requires some internal values changed to work with these platforms you need to set the appropriate values in the APK export dialog and export a signed APK, which you then upload to your chosen store as a draft to test your own achievements and leaderboards. Apps broadcast to the AppGameKit Player will always be linked to the AppGameKit test achievements.
Thank You and Merry Christmas to our community!
This update is the result of the community feedback on the previous builds, we'll continue to fine tune and impove AppGameKit in line with community want and needs, thanks for your awesome support!
Please report any issues into TheGameCreators forum and keep each one to a separate thread, with examples if appropriate, as this greatly speeds up debugging and makes it easier to discuss the problem.
The AppGameKit Team
