Today we've released a brand new build of AppGameKit. This maintenance build fixes a range of issues reported to us by our fantastic community.
We've also updated the free trial to the latest version of AppGameKit.
Here's a breakdown the changes since the last version;
- Fixed an error in the default shader when an object or mesh has an image in both texture stage 0 and 1
- Assigning arrays using [1,2,3,4] with fewer values than its current size now shrinks the array
- Fixed a crash when using CloneObject on an object containing index data
- Fixed ChooseRawFile not returning the path to the file on Linux
- Fixed Visual Studio 2015 template project trying to compile in 64-bit mode, which is not supported on Windows
- Fixed Windows failing to set-up the window if multisampling is not supported
- Fixed setup.agc file being ignored on Mac and Linux
- Fixed GetHTTPResponseReady on Windows never returning 1 when using GetHTTPFile
- Changed the ASC command to return unsigned values instead of signed values, only affects ASCII codes above 127
- Fixed Android apps failing to resume if SetRenderToImage is used
- Fixed SetObject3DPhysicsAngularVeloc
ity not setting the angular velocity correctly - Android apps now clean up their audio objects when quitting
- Fixed SetObjectScalePermanent not updating the collision object
- Updated GoogleAdsSDK on iOS to 7.7.0 and improved interstitial loading