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Unreal Engine 4.12.2 Hotfix Release

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Mere days after the release of Unreal Engine 4.12.1 hotfix, we receive hotfix 4.12.2.  As always the fix can be located in the Epic Game Launcher.  This release consists of the following fixes:

 

Fixed in 4.12.2
Fixed! UE-31740 Crash While Compiling Blueprint in FBlueprintEditorUtils::RefreshExternalBlueprintDependencyNodes()
Fixed! UE-31655 BP EQS generators crash on adding vectors.
Fixed! UE-31723 Attempting to build MinidumpDiagnostics with Visual Studio 2015 Update 2 results in failure
Fixed! UE-31612 Physics enabled Child Actor components that spawn with with a delay, always spawns at world origin
Fixed! UE-31680 [CrashReport] DestroyChildActor->Rename->StaticFindObject()
Fixed! UE-31682 [CrashReport] UE4Editor_CoreUObject!UObjectBaseUtility::GetOutermost() [uobjectbaseutility.cpp:118]
Fixed! UE-31736 SteamController BackRight is not setup correctly
Fixed! UE-29543 Adjusting Light Source Radius/Length creates undesirable effect
Fixed! UE-31589 Capture reflections on translucent materials are broken
Fixed! UE-31715 Static Meshes Disappear with Media Player Asset Applied as Material in Standalone or Packaged Game
Fixed! UE-31687 Vive: Positional Latency with a Possessed Pawn's Camera Component


Valve Release Destination Workshop VR Tools

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Today on Steam Valve just released the Destination Workshop a free application for building VR environments.  Designed to work with any OpenVR headset, this toolset is built on top of the Source 2 engine and is available for free.  From the Steam store page:

Destinations Workshop Tools lets you create, share, and explore both real and imaginary places in virtual reality. This is a beta release of a set of content creation tools that users can use to construct worlds and share them on the Destinations Workshop – then explore them with the included Destinations Viewer.

Destinations Workshop Tools includes:

  • The Source 2 tool set used internally at Valve. Once installed, you can find theDestinations Workshop Tools in the Library under Tools.
  • Several example Destinations created with photogrammetry
  • An example map that users can copy and modify which highlights how to use Source 2 tools to add interactivity to a Destination
  • The Destinations Viewer, where users can browse and explore Destinations downloaded from the Steam Workshop. Once installed, you can find the Destinations Viewer in the Library under Software.

 

More information is available on the Destinations Wiki.  Are we entering the age of VRML 2.0?  (Actually technically VRML2 was actually released, but you know what I mean...)

Phaser 2.4.9 RC4 Released

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As Phaser moves closer and closer to their final release, Phaser 2.4.9 RC4 was just released.  For a release candidate, this one has several features.  Here is the change log for this release:

* Phaser.Line.intersectsRectangle checks for intersection between a Line and a Rectangle, or any Rectangle-like object such as a Sprite or Body.
* Group.getClosestTo will return the child closest to the given point (thanks @Nuuf #2504)
* Group.getFurthestFrom will return the child farthest away from the given point (thanks @Nuuf #2504)
* Animation.reverse will reverse the currently playing animation direction (thanks @gotenxds #2505)
* Animation.reverseOnce will reverse the animation direction for the current, or next animation only (thanks @gotenxds #2505)
* The way the display list updates and Camera movements are handled has been completely revamped, which should result is significantly smoother motion when the Camera is following tweened or physics controlled sprites. The `Stage.postUpdate` function is now vastly reduced in complexity. It takes control over updating the display list (calling `updateTransform` on itself), rather than letting the Canvas or WebGL renderers do this. Because of this change, the `Camera.updateTarget` function uses the Sprites `worldPosition` property instead, which is now frame accurate (thanks @whig @Upperfoot @Whoisnt @hexus #2482)
* Game Objects including Sprite, Image, Particle, TilemapLayer, Text, BitmapText and TileSprite have a new property called `data`. This is an empty Object that Phaser will never touch internally, but your own code, or Phaser Plugins, can store Game Object specific data within it. This allows you to associate data with a Game Object without having to pollute or change its class shape.
* TilemapLayers will now collide properly when they have a position that isn't set to 0x0. For example if you're stitching together several maps, one after the other, and manually adjust their `scrollX/Y` properties (thanks @Upperfoot #2522)
* There are a bunch of new Phaser consts available to help with setting the angle of a Game Object. They are `Phaser.ANGLE_UP`, `ANGLE_DOWN`, `ANGLE_LEFT`, `ANGLE_RIGHT`, `ANGLE_NORTH_EAST`, `ANGLE_NORTH_WEST`, `ANGLE_SOUTH_EAST` and `ANGLE_SOUTH_WEST`.
* Math.between will return a value between the given `min` and `max` values.
* InputHandler.dragDistanceThreshold gives you more fine control over when a Sprite Drag event will start. It allows you to specify a distance, in pixels, that the pointer must have moved before the drag will begin.
* InputHandler.dragTimeThreshold gives you more fine control over when a Sprite Drag event will start. It allows you to specify a time, in ms that the pointer must have been held down for, before the drag will begin.
* InputHandler.downPoint is a new Point object that contains the coordinates of the Pointer when it was first pressed down on the Sprite.
* There are two new Phaser consts available, for help with orientation of games or Game Objects. They are `Phaser.HORIZONTAL`, `Phaser.VERTICAL`, `Phaser.LANDSCAPE` and `Phaser.PORTRAIT`.
* InputHandler.dragStopBlocksInputUp is a boolean that allows you to control what happens with the input events. If `false` (the default) then both the `onInputUp` and `onDragStop` events will get dispatched when a Sprite stops being dragged. If `true` then only the `onDragStop` event is dispatched, and the `onInputUp` is skipped.
* Group.inputEnableChildren is a new property. If set to `true` will automatically call `inputEnabled = true` on any children _added_ to, or _created_ by, the Group.
* PIXI.DisplayObjectContainer.ignoreChildInput is a new property. If `true` then the children will _not_ be considered as valid for Input events. Because this has been applied to `DisplayObjectContainer` it means it's available in Group, Sprite and any other display level object. Using this boolean you can disable input events for all children in an entire Group, without having to iterate anything or deep-set flags.
* InputHandler._pointerOverHandler and _pointerOutHandler have new arguments `silent` - if `true` then they will not dispatch any Signals from the parent Sprite.
* Pointer.interactiveCandidates is a new Array that is erased and re-populated every time this Pointer is updated. It contains references to all of the Game Objects that were considered as being valid for processing by this Pointer, during the most recent update. To be valid they must have suitable a `priorityID`, be Input enabled, be visible and actually have the Pointer over them. You can check the contents of this array in events such as `onInputDown`, but beware: it is reset every update.
* Pointer.swapTarget allows you to change the `Pointer.targetObject` object to be the one provided. This allows you to have fine-grained control over which object the Pointer is targeting.
* Input.setInteractiveCandidateHandler allows you to add a callback that is fired every time `Pointer.processInteractiveObjects` is called. The purpose of `processInteractiveObjects` is to work out which Game Object the Pointer is going to interact with. It works by polling all of the valid game objects, and then slowly discounting those that don't meet the criteria (i.e. they aren't under the Pointer, are disabled, invisible, etc). Eventually a short-list of 'candidates' is created. These are all of the Game Objects which are valid for input and overlap with the Pointer. If you need fine-grained control over which of the items is selected then you can use this callback to do so. The callback will be sent 3 parameters: 1) A reference to the Phaser.Pointer object that is processing the Items. 2) An array containing all potential interactive candidates. This is an array of `InputHandler` objects, not Sprites. 3) The current 'favorite' candidate, based on its priorityID and position in the display list. Your callback MUST return one of the candidates sent to it.
* Group.onChildInputDown is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputDown` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
* Group.onChildInputUp is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputUp` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
* Group.onChildInputOver is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputOver` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
* Group.onChildInputOut is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputOut` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
* Phaser.Weapon is a brand new plugin that provides the ability to easily create a bullet pool and manager. Weapons fire Phaser.Bullet objects, which are essentially Sprites with a few extra properties. The Bullets are enabled for Arcade Physics. They do not currently work with P2 Physics. The Bullets are created inside of `Weapon.bullets`, which is a Phaser.Group instance. Anything you can usually do with a Group, such as move it around the display list, iterate it, etc can be done to the bullets Group too. Bullets can have textures and even animations. You can control the speed at which they are fired, the firing rate, the firing angle, and even set things like gravity for them. Please see the Documentation for more details, or view the [Weapon examples](https://github.com/photonstorm/phaser-examples/tree/master/examples/weapon) in the Examples repo.

### Updates

* TypeScript definitions fixes and updates (thanks @wingyplus @monagames @marineorganism @obamor @BaroqueEngine)
* Docs typo fixes (thanks @seanirby @johnrees)
* The TypeScript defs ambient declaration has been updated to make it compatible with the SystemJS loader (thanks @monagames)
* You can no longer intersect check a Body against itself (thanks @VitaZheltyakov #2514)
* The mobile template has been updated (thanks @cryptographer #2518)
* Video.onComplete wouldn't fire on iOS if the user hit the 'Done' button before the video had finished playing. It now uses the `webkitendfullscreen` event to detect this, and dispatches the `onComplete` signal should that event fire (thanks @kelu-smiley #2498)
* Sound.addMarker now has a default value for the `duration` argument (1 second) to avoid the DOM Exception 11 error if you accidentally miss it out (thanks @mari8i #2508)
* Removed the `Stage.updateTransform` calls from the main game loop, because it happens automatically as part of `Game.updateLogic` anyway, so was duplicating the workload for no reason.
* TilemapLayer.postUpdate could potentially be called several times per frame (depending on device frame rate), which would cause multiple texture redraws, even though only the last texture is used during rendering. This has now been modified so that the local TilemapLayer canvas is only re-rendered once per frame, during the rendering phase, and not during the logic update phase.
* Group.preUpdate now iterate through the display list forwards, instead of in reverse, to match it with how `Stage.preUpdate` works.
* Stage.postUpdate is now a lot smaller, with no conditional branching if there is a Camera Target or not.
* Within RequestAnimationFrame both `updateRAF` and `updateSetTimeout` now only call `game.update` if `isRunning` is true. This should avoid asynchronous Game destroy errors under environments like Angular (thanks @flogvit #2521)
* Group.removeAll has a new argument `destroyTexture` which allows you to optionally destroy the BaseTexture of each child, as it is removed from the Group (thanks @stoneman1 #2487)
* PluginManager.remove has a new argument `destroy` (defaults to `true`) which will let you optionally called the `destroy` method of the Plugin being removed.
* Cache.getJSON used to incorrectly bring back a deep-copy of the Phaser.Utils object, instead of just a clone of the JSON object requested (thanks @drhayes #2524 #2526)
* The `DisplayObject.renderOrderID` used to run in reverse. I.e. in a display list with 10 sprites on it, the first sprite (at the bottom of the list, rendering behind all the others) would have a `renderOrderID` of 9, where-as the top-most sprite, rendering above all others, would have a `renderOrderID` of 0. While this didn't cause any side-effects internally, it's arguably illogical. So the process has been reversed, and `renderOrderID`s are now accumulative, starting at zero each frame, and increasing as it iterates down the display list. So the higher the ID, the more "on-top" of the output the object is.
* `InputHandler.validForInput` and `Pointer.processInteractiveObjects` have been updated to reflect the new `renderOrderID` sequence (see above).
* Group.add has a new optional argument `index` which controls the index within the group to insert the child to. Where 0 is the bottom of the Group.
* Group.addAt has been refactored to be a simple call to `Group.add`, removing lots of duplicate code in the process.
* Group.create has a new optional argument `index` which controls the index within the group to insert the child to. Where 0 is the bottom of the Group. It also now makes proper use of `Group.add`, cutting down on more duplicate code.
* Group.createMultiple now returns an Array containing references to all of the children that the method created.

### Bug Fixes

* Arcade Physics Body incorrectly positioned if the Sprite had a negative scale (see http://www.html5gamedevs.com/topic/22695-247-248-body-anchoring-any-migration-tips/) (thanks @SBCGames @icameron @Nuuf @EvolViper #2488 #2490)
* InputHandler.checkPointerDown had an incorrect single pipe character |, instead of an OR check ||, and an `isDown` check, causing Button Over events to fail (thanks @pengchuan #2486)
* BitmapText objects with lines greater than `maxWidth` now handle alignment values correctly, causing them to properly center align (thanks @kevinleedrum  #2499 @crippledcactus #2496)
* Text has a new private method `measureLine` which is used to calculate the final Text line length, after factoring in color stops and other style changes. This should prevent characters from becoming truncated (thanks @TadejZupancic #2519 #2512)
* Sometimes the browser would cause a race condition where any connected Game Pads were being detected before the callback had a chance to be established. Also sometimes the rawPad references would become stale, and are now checked constantly (thanks @cwleonard #2471)
* Sound.isPlaying was set to false when doing an audio loop, but never set back to true if it's a sound not using a marker (thanks @TheJasonReynolds #2529)
* Phaser.Rectangle.aabb would fail if the Rectangles used negative offsets. It now calculates the bounds accurately (thanks @fillmoreb #2545)
 

Full details of this release are available here.

This Week In GameDev–June 12th/2016

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The following is a recap of major events in the world of game development for the week ending June 5th, 2016.  I do a weekly video recapping the news available here with this week’s video embedded below.  This post is a collection of links mentioned in the recap.

The Video

Defold 1.2.83 Released

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Today there was a new release of the Defold Lua powered cross platform 2D game engine, release 1.2.83.  One of the major features of this release is IPv6 only support, a requirement of the Apple App Store.  They also changed the default behavior of the escape key, no longer exiting the engine on press.  There were several other fixes and changes in this release:

Engine

  • DEF-1842 - Added: IPv6 support
  • DEF-1846 - Changed: Escape button no longer quits the engine
  • DEF-1760 - Changed: Switched to HTTPS for analytics server
  • DEF-1550 - Fixed: Refactoring GUI correctly updates texture paths
  • DEF-1828 - Fixed: gui.get_size() returns correct size on init
  • DEF-1624 - Fixed: Support for importing meshes with double type
  • DEF-1903 - Fixed: Facebook login UI is only shown if user is not logged in on HTML5
  • DEF-1661 - Fixed: filters field in facebook.show_dialog is handled correctly on HTML5
  • DEF-1722 - Fixed: Crash handling code froze on some platforms
  • DEF-799 - Fixed: Better logging when trying to stop ParticleFX that could not be found

Service

  • DEF-1781 - Updated: "Invite a friend" email has been updated

 

Let me know if you are interested in me doing a tutorial series about working in Defold.

My.SketchUp – SketchUp In the Browser

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Today Trimble just announced the beta of My.Sketchup, a version of their popular 3D modeler Sketchup, that runs entirely in the browser.  Previously owned by Google and used to make 3D models for their Google Maps solution, Sketchup is a 3D modeling application that makes modeling extremely quick.  Sketchup also has the 3D warehouse, a massive collection of models that are free to use directly in Sketchup.

My.Sketchup is currently in beta, if you are interested in joining you need to sign up and wait for an invite.  They aim to bring the entire Sketchup experience to the browser.  From their own announcement:

What is my.SketchUp? Why my.SketchUp?

One of SketchUp’s greatest strengths is its accessibility. Pretty much anyone can sit down in front of SketchUp with little or no prior experience in 3D modeling and be up and away in a few minutes. A little experience with drawing helps, and it is always motivating to have a project in mind that you want to model… but SketchUp is about the easiest tool available today if you want to visualize your ideas in 3D.

Since the beginning, SketchUp has relied on the presence of a desktop computer running an operating system from either Microsoft (Windows) or Apple (Mac OS X). And while that has been a great platform for SketchUp for the last fifteen years, it just doesn’t cover today’s spectrum of computing platforms like it used to.

For the last ten years, we’ve seen the inexorable rise of the Internet as a full-fledged platform for development. In our time at Google, we learned a new way to think about computing -— cloud first, respecting the power and ubiquity of the browser. And the Internet has (finally) matured in the last few years to provide a platform for development to support something as technically complex as 3D modeling.

Today, I’m pleased to announce the next big thing for SketchUp. We’re extending it to the cloud, bringing a full 3D modeling tool to anyone with a modern web browser.

My.SketchUp is a full implementation of SketchUp. All the tools you know, working exactly the same way they do on the desktop. This isn’t a watered-down, partial implementation. It’s the full shebang, running in your web browser with no special plugins or extra stuff to download and install. Just good old SketchUp.

My.SketchUp is also something entirely new. Working together with Trimble Connect, it is the most connected and collaborative version of SketchUp we’ve ever shipped. Your models are automatically stored in the cloud, available from anywhere. You can easily share them with others, combine your models with others, and manage changing versions, clashes, and comments over time.

If you’re already using SketchUp on your desktop computer, this isn’t meant to be a replacement. my.SketchUp is 100% compatible with SketchUp on the desktop, and you’ll have no challenges moving your models back and forth. They are just plain vanilla “.skp” files. We’re committed to keeping that true forever.

All that said, we’re still working out some details, polishing up the UI, and tuning the performance. Our release today is a public beta and a preview of my.SketchUp. We’re not done with this thing yet. Here’s a my.SketchUp FAQ that will give you a clearer expectation as you get started.

 

You can request an invite here.

Spine 3.3.0 Released

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Spine is a 2D bone based animation system compatible with almost every modern game engine.  I recently covered Spine in this detailed review a couple months ago.  Esoteric Software just released version 3.3.0 today.  The biggest features of this release are certainly animatable paths and path constraints.  That said, there are several changes in this release:

  • Added paths (cubic splines) that are keyable and weightable.
  • Added path constraints so a bone can follow a path.
  • Bounding boxes are now keyable and weightable.
  • Bounding boxes now have a color.
  • IK and transform constraints now appear under the target bone in the tree.
  • Added constraints to tree filter.
  • Constraints can now be created by clicking New... on a bone's properties in the tree.
  • Can drag/drop or copy/paste to copy transforms for bounding boxes and paths.
  • Fixed root bone translation not following parent or world axes.
  • Changed automatic backup file names to include the Spine version number.
  • Icons for clickable bone labels.
  • Added Match button for transform constraints to set the offset values to match the bone's current transform.
  • Fixed vertices in selection groups sometimes not working after a project reload.
  • Selection group internals have changed, selection groups in older projects have been cleared (sorry).
  • Fixed position of self intersecting bounding boxes.
  • Local shear is disabled on IK parent bones. The math is insurmountable. Local nonuniform scale is fine and it can still inherit nonuniform scale and shear.
  • Fixed exiting edit bounding box mode without creating vertices.
  • Dopesheet Select bones button now also selects the bones in the tree.
  • Fixed single bone IK with nonuniform scale.
  • Fixed automatic backups being created even when disabled.
  • Import Data and Import Project are now available in the trial.
  • Faster image export when loading many different images.
  • Fixed exporting multiple skins not loading the images correctly.
  • Fixed mesh, bounding box, and path tool origin from jumping after manipulation and undo/redo.
  • Increased zoom in amount.
  • Weights view doesn't lose selected bones when undo/redo is used.
  • Added a Set Parent button when multiple images are selected.
  • Higher contrast for selected dopesheet bones.
  • Pose tool translation no longer loses the current selection.
  • Fixed horizontal scrollbar scaling in lists.
  • Fixed file dialog on OS X, no longer shows full path as file name.
  • Slightly smaller project file size.
  • Fixed a number of hotkeys when a non-English language is used.
  • Tool and bone selection colors aren't drawn when using color dialog.
  • Added bone transforms to Metrics view.
  • Fixed IK mix from rotating the wrong direction in some cases.
  • Can now paste keys from one IK/transform/path constraint to another.
  • Fixed transform constraints showing as edited but not keyed (yellow).
  • Click + drag on multiple visibility dots now uses a single undo/redo step.
  • Fixed Events node visibility when there are multiple skeletons and when duplicating a skeleton.
  • Hovering over a bone or slot label highlights it in both the viewport and tree.
  • Attachments and bones can now be selected via the tree even if hidden or selection is disabled by the Options panel on the main toolbar.
  • Fixed tree not scrolling to correct location in some situations.
  • Fixed color chooser slightly changing some color values.
  • Increased time to show image preview for region and mesh attachments versus image files.
  • Improved constraint icons and colors.
  • Improved tree selection when shift and/or ctrl are held.
  • Tree expands and scrolls to selection when filters change.
  • Enforced inherit rotation and scale for IK constrained bones.
  • Entering mesh/bounding box edit mode no longer shows images/others.
  • Constraint bone/slot/attachment labels truncate long names in tree properties.
  • When changing attachment visibility, if the previously visible attachment was selected in the tree, the newly visible attachment is selected.
  • Fixed select box list display location.
  • Fixed FPS label color.
  • Dopesheet now highlights rotate, translate, scale, or shear timelines depending on which tool is selected.
  • Darker triangles lines in mesh edit mode.
  • Bones are only shown with weight colors when the Weights tool is active.
  • Fixed Create tool mouse cursor icon disappearing after deselection.
  • Transform constraints can now constrain multiple bones.
  • Arrow keys can translate in mesh edit mode.
  • Arrow keys work when vertices are selected with the Rotate tool.
  • Hold shift with the Create tool when creating a new bone to keep the parent bone selected, to more easily create many siblings.
  • Bone and image compensation buttons are now highlighted when compensation is applied.
  • When no bones are selected, the Create tool selects the root bone if the project contains only one skeleton.
  • Better relative path calculation, preventing ../ back to the drive root.
  • Set Parent works for multiple slots or bones.
  • Numeric transform entry is applied as you type.
  • Prevented double clicking launcher buttons.
  • Better horizontally tree scrolling when viewport objects are selected.

Cocos Creator 1.1.10 Released

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Cocos Creator 1.1.10 was just released.  Cocos Creator is a full game editing environment built on top the Cocos2d-x series of technologies.  If you are interested in learning more I did a hands on with Cocos Creator video a few months back.

 

This release brings several new features and fixes to the table including:

  • [Atlas] Add ‘Use specified Atlas to replace spriteFrame in current Scene’ menu item in ‘Developer’ menu.
  • [Assets] Imporved atlas asset importing performance.
  • [Scene] node path shown in Scene status bar can be selected and copy now.
  • [NodeLibrary] nodes dragged from Node Library will no longer be prefabs.
  • [NodeLibrary] a zoom slider is added to control how big the node icons are.
  • [Import] Fixed a Widget error when importing from Cocos Studio project.
  • [Import] Fixed an node visibility animation effect error when importing from Cocos Builder.
  • [Prefab] Fixed a critical error that occurs when close prefab editing mode while reloading scene.
  • [Animation] add animatable Collider.size property.
  • [Animation] add animatable Node.skew property.
  • [Animation] add cc.AnimationClip.createWithSpriteFrames API to generate animation clip in runtime.
  • [Build] Fixed build to ‘Web-Desktop’ show incorrect viewport issue.
  • [Build] Fixed build to Android with ‘default’ template will report error issue.
  • [Editor] Fixed font size in some editor buttons.
  • [Dashboard] Add path validation to new project page.

Component

  • [Sprite] Fixed crash error when using Tiled mode on tiny images.
  • [Mask] Fixed using removeChild to remove a node with Mask component will report error issue.
  • [Component] Fixed many different failures when modifying a property’s type if it’s already serialized.
  • [ScrollView] Add scrollToOffset API to allow positioning scrolling content with pixel position.
  • [ScrollView] Add event capture phase to solve registering event on node under scrollView may fail issue.
  • [Layout] Fixed None mode wrong calculation of anchor position.
  • [Label] Fixed set color on the node has no effect on label color issue.
  • [Label] Fixed calculated node size wrong using ‘Resize Height’ mode.
  • [Spine] Fixed v1.0 project Skeleton node cannot be scaled issue.
  • [Tilemap] Fixed scene graphic display error in Windows environment.
  • [Tilemap] Native platform now supports CSV layer data.

Engine

  • [Engine] loadResAll now allow path ended with ‘/’.
  • [Engine] Fixed handling cross domain images will report downloadImage error issue.
  • [Engine] Fixed hot update failed on Android platform issue.
  • [Engine] Fixed missing JavascriptJavaBridge dependencies in C++ engine that cause calling Java method from JavaScript failed issue.
  • [Engine] Fixed opacity related actions like FadeOut, FadeTo fail to work in JSB issue.
  • [Engine] Fixed EventTouch getID method may cause recursive looping issue.
  • [Desktop] Fixed when allow window size to change, the viewport shows wrong zoom when resizing window issue.

 

The full release notes are available here.


Unreal Engine 4.12.3 Hotfix Released

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There is another hotfix for the recently released Unreal Engine 4.12.  Composed entirely of fixes, hotfix 4.12.3 consists of:

 

Fixed in 4.12.3


Fixed! UE-31735 Get Class Defaults node disconnects output pins when project upgraded from 4.11 to 4.12
Fixed! UE-31743 Components derived from scene component reset vector location upon closing and re-opening editor
Fixed! UE-31812 CrashReporter Client has no options to close without sending
Fixed! UE-31789 GitHub 2484 : Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master)
Fixed! UE-31702 Assertion opening blueprint with HISMC created in 4.11
Fixed! UE-30934 GitHub 2406 : Git plugin: Fix for Git diff not working in UE 4.12 (and master)
Fixed! UE-31265 GitHub 2432 : BUGFIX: ProceduralMeshComponent crashes game
Fixed! UE-31578 [CrashReport] UE4Editor_Renderer!InjectTranslucentLightArray() [translucentlighting.cpp:1578]
Fixed! UE-31851 Reflections have an extra vector offset than in 4.11
Fixed! UE-31787 Vive: Positional Latency w/ Rotation

 

You can read more about the release in the Unreal forums.

Unity Patch 5.3.5p4 Released

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Unity have just released another patch, this one version 5.3.5p4.  This one is composed primarily of fixes with a new diagnostic commandline option added for debugging memory and improved WebSocket support being the two solitary improvement, then of course several fixes are included.

From the release notes:

Improvements
  • Runtime-Other: Added diagnostic option to cmdline arguments -debugallocator [1/2] which helps to identify memory access issues in the engine on Windows and OSX x64 platforms.
  • WebSocket: Improved memory allocation and socket writing procedure (fixed not expected connection closing)
Fixes
  • (796242) - Android: Abandon/Request audio focus on pause/resume.
  • (789398) - Android: Audio - Fixed audio latency in GearVR regression.
  • (746248) - Android: Buildpipe - Don't check for passwords if exporting project.
  • (746248) - Android: Buildpipe - Don't merge manifests if exporting project.
  • (781657) - Android: Buildpipe - Remove mdb files from release build.
  • (790236) - Android: Editor - Fixed an issue where it was impossible to push to devices running Android N Preview.
  • (802824) - Android: Fixed the issue of game freezing when changing resolution with Screen.SetResolution.
  • (786289) - Android: Fixed high memory usage of RenderTexture.GetTemporary.
  • (751102) - Android: Fixed a crash related to the main context not being an Activity.
  • (793738) - Android: Fixed an issue where Indonesian and Hebrew weren't properly recognized by SystemInfo.
  • (none) - Android: Fixed deployment to devices with unknown OpenGL ES target.
  • (782985) - Android: JNI - Throw correct exception when method not found by reflection.
  • (696580) - Android: Tegra 2: Application no longer crashes if UnitySendMessage is called during initialization.
  • (795931) - ETC1: Fixed ETC1 variant getting stripped out from android build.
  • (793780) - Fixed an issue where Cache Server failed to validate prefab created from script.
  • (none) - Graphics: Fixed potential memory leak with timesliced realtime reflection probes.
  • (797495) - IL2CPP: Implemented Process.GetCurrentProcess on some platforms and provide a useful error message where it was not possible to implement.
  • (800301) - IL2CPP: Prevented a possible deadlock on PS4.
  • (802618) - IL2CPP: Support IPv6 addresses for LocalEndPoint and RemoteEndPoint properties of the .NET Socket class.
  • (792932) - iOS: Enabled incremental build for il2cpp by default for old projects.
  • (803206) - iOS: Fixed crash when calling WWW.Dispose.
  • (790853) - iOS: Removed unneeded il2cpp files that increase build size.
  • (794783) - Model Importer: Fixed a crash when importing .obj and .fbx files with malformed or duplicate vertex data.
  • (763536) - Mono: Added MD4, SHA384 and SHA512 signature verification to X.509 certificates.
  • (793415) - Mono: Handle marshaling properly of a class with a fixed size array field and a base class with multiple fields.
  • (none) - Multiplayer: Cleaned up the connection containing StateUpdate channel can cause crash.
  • (761566) - Multiplayer: Fixed: Calling NetworkDiscovery.StopBroadcast() and NetworkServer.Reset() crashes editor.
  • (794054) - Multiplayer: NetworkTransport.SetBroadcastCredentials crashes unity.
  • (788808) - Multiplayer: ReliableFragmented channel can drop data.
  • (760104) - Multiplayer: WebSockets: Fixed crash on NetworkClient.SendByChannel call.
  • (774657, 768041, 794455) - OpenGL: Fixed various shader translation (for GLCore/GLES3) issues. Atomic operations on RWByteAddressBuffers, vertex-to-fragment inputs not being float4/half4 sized, geometry shaders where first input is not a SV_POSITION, tessellation shaders that were making some drivers not happy.
  • (707886) - OSX: Fixed icons in batch mode builds.
  • (787233, 793518) - OSX: Fixed infrequent crashes in Screen Selector.
  • (696234) - OSX: Fixed SSL protocol support on 32-bit OSX standalone.
  • (776115) - tvOS: Fixed support for default font of Unity (Arial).
  • (800964) - UnityWebRequest: Hard EXC_BAD_ACCESS crash from AsyncOperation.
  • (none) - UnityWebRequest: Make headers case insensitive, in order to better match RFC 2616 semantics.
  • (791362) - WebSockets: Make Incoming buffer configurable: ConnectionConfig.WebSocketReceiveBufferMaxSize param.

You can download the patch here.

Unity Makes More Pricing Changes. Plus Tier No Longer Useless

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A few weeks back Unity announced new pricing that didn’t exactly make their community dance with joy.  Part of the announcement was the addition of the “Plus” tier, which was basically the free tier with some cloud functionality thrown in.  The general reaction to this new tier was a resounding meh.  Well, it seems Unity have listened, as the features of that tier have just been altered.  In this blog post entitled Evolution of our pricing and products, they announced two major and incredibly useful changes to the Plus tier of Unity pricing:

So with this goal in mind we are going to make these changes to what we announced previously:

  • We’re making the Unity splash screen in Unity Plus optional, like it is in Unity Pro.
  • We’re raising the revenue cap in Unity Plus from $100k to $200k so that more of you are able to take advantage of it.

In order to be able to do this, we removed the option to subscribe to Unity Plus without a one-year commitment. We also restricted Pay to Own to only apply to Unity Pro and not Unity Plus (see Pay to Own details further down). We let these things go from Unity Plus in order to be able to introduce the new advantages.

 

So basically you can now make twice as much money and most importantly, you no longer have to show the Made With Unity splashscreen, a huge caveat for manner developers.  There is of course a downside, the Plus plan is not eligible for the Pay To Own plan and you have to commit to at least a year of subscription.

 

When Plus was announced I said it would be a great deal more popular if it removed the splashscreen.  I guess I will find out if I was right or not.  Either way, the Plus tier certainly sucks a great deal less now!

 

Another change for users of the free “Personal tier”, is now the splash screen is going to be more customizable.

The new splash screen will read “Made with Unity” in all editions of Unity – no more mention of “Personal Edition”. You will also be able to customize it with your own (blurred) background image and your own company logo in addition to the Unity logo. This feature is coming, but give us a bit of time to perfect the technical aspects of it before we release it. The customizable splash screen will be available in all versions of Unity, but can be completely turned off in Unity Plus and Unity Pro. We’ll have a blog post with further details later.

 

Finally for the people that outright purchased Unity in the past, and the hardest hit by the pricing changes, they have announced some changes there too:

  1. For up to five seats, you may subscribe to Unity Pro at the special price of $75 per month for a limited transition period, after which the price will revert to the normal subscription price of $125 per month:
    • If Unity 5 Pro is your first version of Unity, your transition period is one year.
    • If you owned Unity 4 Pro, your transition period is two years.
  2. If you make less than $200k per year, you may choose Unity Plus and pay $35 per month with an annual commitment.

We will start sending out these transition offers by email after the new products have launched in our store.

 

They also appended their policy on support for Pay to Own subscribers to include 3 additional patches past the end of the support period:

. At such point, you will stop receiving access to Pro tier services, new features and upgrades. You will receive the next 3 patchs.

 

All told some pretty good news all around.

This Week In GameDev–June 20th/2016

Complete Video Of “Adam” Unity Tech Demo Now Available

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Adam is a technology demo, created using Unity 5.4 and first show at the Unite Europe conference a few months back.  It was created to showcase features in Unity such as real-time area lights and high fidelity physics created using CaronteFX.  The demo ran at 1440p on a GeForce GTX980.  While the demo itself isn’t yet available (coming soon), a video of it is, embedded below.



You can learn more about Adam here.

Unity 5.3.5P5 Released

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Unity have just released another patch, this one 5.3.5P5.  Once again, this patch consists entirely of fixes, including:

Fixes
  • (none) - Analytics: Fixed a NullReferenceException when stores inform Unity IAP of purchase events without providing metadata for the purchased product.
  • (792351) - Android: Fixed an issue where Unity would emit "Unknown event structure (0)" to the log several times per second.
  • (789840) - AssetBundle: Fixed the error message when accessing the main asset.
  • (none) - Build Pipeline: Updated build window to allow case insensitive file extensions.
  • (747347) - Documentation: Updated documentation for Resources.UnloadAsset to document the 5.x behaviour which is different to 4.6 behaviour.
  • (799469) - General: Fixed crash in the callstack symbolication code that meant Unity could crash while generating crash reports during engine startup and shutdown
  • (none) - GI: Fixed an issue which would caused GI textures to be packed incorrectly.
  • (803088) - GI: Fixed error when baking light probes: "Error adding Enlighten probe set: Failed to allocate probe set."
  • (797235) - GI: Fixed static batching not working when Lightmap Static and Use Light Probes options were both enabled in a Renderer in manual GI mode.
  • (803910) - IL2CPP: Now allow allocation of a pinned GC handle to a null value.
  • (788428) - iOS: Fixed a crash on iOS when 60 fps app is going to background.
  • (none) - iOS: Fixed possible value change for WebCamTexture.size after calling GetPixels() methods.
  • (785021) - iOS: Set correct value in Xcode when "Target minimum iOS version" player setting is set to 9.0.
  • (799572) - iOS: Set missing texel size for WebCamTexture textures.
  • (803795) - License: Fixed broken link to buy Pro version.
  • (803806) - License: Fixed license page alert bar missing issue.
  • (783219) - LOD: Fixed unreachable code warnings when distance == selection.maxDistance.
  • (791362) - Networking: Adding parameter ConnectionConfig.WebSocketReceiveBufferMaxSize (bytes) for manually increasing webSocket buffer and preventing disconnect with log message """"*** sending new, pending truncated **"""".
  • (788877) - Networking: Fixed an issue of different error-messages when setting 65535 and 65537 to m_MaxDefaultConnections in HostTopology.
  • (761566) - Networking: Fixed an issue whereby calling  NetworkDiscovery.StopBroadcast() and NetworkServer.Reset()  crashes editor.
  • (801973) - Networking: Fixed System.Net.NetworkInformation.Ping on recent versions of OSX.
  • (806540, 805897) - OpenGLES: Fixed crash triggered by attempting to set a texture parameters with an uninitialized texture dimension. This was affecting the rendering of the splash screen.
  • (544444) - Particles: Added Undo support when auto reparenting sub emitters.
  • (791794) - Particles: Bounds are not updated after moving whole particle.
  • (772199) - Particles: Fixed an issue where mesh particles are not being scaled when in world space.
  • (489509) - Particles: Fixed collisions not being calculated in-between editor updates.
  • (780867) - Particles: Fixed sorting when using local space particles.
  • (754270) - Particles: Start delay is only applied when the system time is 0.
  • (806089) - Physics: Toggling 'Rigidbody2D.IsKinematic' in the Inspector during play-mode now correctly changes the body-type.
  • (791026, 771710) - Scripting: Fixed deadlock in Editor on re-entering play mode when using ThreadPool.
  • (787136, 801535) - Shaders: Fixed reflection probe box projection not being accurate on large polygons.
  • (790491) - Substance: Fixed an error when loading package file containing an old version of a substance file.
  • (790798) - Terrain: Fixed backlit SpeedTree leaves not being correct in deferred shading.
  • (none) - tvOS: Fixed tvOS player support depending on iOS support native libraries.
  • (790589) - tvOS: Removed "Prepare iOS for recording" from tvOS player settings, which was breaking full screen movie playing.
  • (790264, 799386, 795880) - UI: Fixed World Space Canvas not being rendered on render textures.
  • (790840) - UnityWebRequest: Fixed an issue where UnityWebRequest.error returned inconsistent results after Abort was called.
  • (none) - VR: GearVR no longer renders splash image directly to the HMD's compositor until updated version of Oculus plugin is available.
  • (802122) - VR: Remove black bar from side of game view by correcting for occlusion mask.
  • (786999) - WWW: Fixed potential crash when multiple simultaneous downloads failed.

 

The patch is available for download here.

Razer Launch $5Million OSVR Developer Fund

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Razer recently launched HDK2, the open source Head Mounted Display for OSVR, the open source VR standard first released by Valve.  As part of that VR effort, they just announced a $5 million fund for developing OSVR titles.  So does this require exclusivity?  Well no.  In fact their funding approach is pretty novel and one I think others should adopt.

This fund is open to all developers, indie or major, to apply. For every successful applicant, OSVR funding partners will purchase copies of their content in exchange for OSVR integration.

So basically, you add OSVR support to your title, Razer (and other OSVR parties I’m assuming) will then purchase a number of copies of that title, which they in turn can use to include with their headsets.  It’s fairly win/win actually, developers are guaranteed a minimum number of sales, promotion and exposure and headset manufacturers have more titles and promotional options as a result.  Further information from the press release:

SAN FRANCISCO – Organizers of Open Source Virtual Reality (OSVR), the largest open source virtual reality consortium in the world, today announced the OSVR Developer Fund—a content accelerator program led by Razer that avails $5 million to the developer community. The fund encourages developers to support the OSVR ecosystem – an open source ecosystem that allows VR content to work across the board with all VR hardware, giving VR fans and developers more choice without worrying about DRM policies or other restrictive measures.


“VR is working toward being a mainstream success thanks to all the developers who have stepped up to the plate to deliver the next-generation in interactive experiences,” says Christopher Mitchell, OSVR lead, Razer. “The OSVR Developer Fund allows us to directly support the efforts of VR pioneers across the breadth of this developing industry, while at the same time ensuring that content is available to everyone in the industry. It is our contention that if everyone who is constructively contributing to the VR ecosystem succeeds, then VR will succeed. Closed doors in the world of development are a death sentence.”


The OSVR Developer Fund will be available to qualified, participating VR content developers – independent or major. If successful, applicants will have their game codes purchased in bulk by Razer or any future contributors to the fund in exchange for support of the platform. This will help compensate developers for the time spent integrating as well as provide OSVR with assets to promote their game’s availability in the unrestricted OSVR powered eco-system for use with all headsets.


“We understand content developers have various development challenges and we’re committed to helping them get ahead of those barriers,” says Justin Cooney, OSVR director of developer relations, Razer. “The OSVR Developer Fund helps to support initial sales while enabling developers to contribute to the VR industry as a whole. Together, OSVR and its content partners enjoy the realization of a shared vision for the future of VR.”
In the egalitarian spirt of OSVR, developers will not beholden to only one particular sales channel, hardware device or development engine. Publishers will likewise retain full creative control over their content.
They will also receive marketing and promotional support including opportunities to be a part of OSVR hardware bundles or showcases at major consumer events.

 

If you are interested in signing up, be sure to head over to the OSVR page.


Leadwerks Game Engine 4.1 Released

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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.
Attached Image

Nevigo Announce Unity Plugin For Articy:Draft

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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?

.NET Core 1.0 Released

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.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.

Marmalade Platform 8.4 Released

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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.

Unreal Engine 4.12.4 Hotfix Released

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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.

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