In this release we have fixed a critical bug that occurred for some users with specific network setups.
The engine would terminate immediately when launching the game.
The reason was that we retrieve the hostname at startup for connecting other devices to the editor, in some cases that code would fail and terminate the engine silently.
We have now added fallbacks and logging to enable the engine to start even when this fails.
Optimized Tile Map Rendering
Tile maps are now faster to render by the use of batches and pre-calculated UV sets.
If you had plenty of tile maps and your game ran slow, you should hopefully see a much better performance now.
Selection as an Operation
Selecting objects in the Scene Editor is now handled as a proper operation, which means it can be undone and redone.
This has been a long requested feature and should make the workflow a bit more convenient, especially when accidentally deselecting things.
- The move and rotate manipulators used incorrect transforms when manipulating children of rotated parents.
- Different bugs regarding interacting with manipulators, the camera and selections.
We have now cleaned up the handling of these things and it should be more stable now.
- Collision filters were not updated when posting set_tile to tile maps
In Progress: Geometry Wars!
We are currently working on the new particle system, which will be released in 1.2.7 (approx. 2 more weeks).
We are also working on a graphics demo to showcase the visual capabilities of Defold.
It is heavily influenced by Geometry Wars 2 Retro Evolved made by Bizarre Creations (amazing game!).
It means heavy use of particles, custom render pipe and post fx (glow and compositing).
The plan is to use that demo in a series of articles explaining things like visual FX and AI, to come later.
That's all for this time, stay tuned for 1.2.7!