Oyé Oyé !!
Pour ce début de l’an 14 du 21ème siècle, Scirra nous livre la r156 et en voici le descriptif :
Monday, January 06, 2014
New this build: improvements to Crosswalk, including support for detecting system buttons like the back and menu buttons. There’s also a few other bug fixes and tweaks. Intel are going to keep improving Crosswalk on their end, so hopefully some new features and improvements will keep coming from them too. In case you missed it, you can find out more about our new support for Android via Crosswalk in the blog post Introducing Crosswalk: the new way to publish to Android.
Please also note the breaking change regarding the Sprite ‘AnimationSpeed’ expression. Some projects may rely on the fact this returned a positive value even when the animation was playing backwards; it now returns a negative value in this case. This is probably unlikely to affect many projects, but it is something that works differently so could potentially break things that depend on how it used to work.
This build is a little late since we took some time off over the holidays, but we should be back to our regular cycle now. Hopefully we’ll have a stable update out soon as well.
Node-webkit plugin: ‘Open browser’ action (for opening a URL)
System ‘is on platform’ condition: new options to test for Crosswalk and Amazon web app platforms
Sprite: ‘Compare animation speed’ condition. Can also be used to tell if the animation is playing backwards by testing if the animation speed is less than 0.
Breaking change: Sprite ‘AnimationSpeed’ expression always used to return a positive value. For consistency with the ‘Set animation speed’ action, it now returns a negative value when the animation is playing backwards, e.g. with ping-pong animations.
System ‘Set canvas size’ action now effectively changes the project ‘Window size’ property in fullscreen games. (Previously it was only intended for use in non-fullscreen games.) Amongst other things, this also makes it possible to control at runtime the pre-stretch render size when using low quality fullscreen mode.
Crosswalk/Android: now skips exporting all .m4a sound/music files since it can use the .ogg versions. This should help keep the overall file size down.
Crosswalk/Android: now supports Browser object’s ‘On back button’, ‘On menu button’, ‘On search button’ and ‘Close’ action to exit the app. Note a bug in Crosswalk means it sometimes crashes when closing with this action; Intel are already aware and hopefully will be able to fix that soon.
Crosswalk/Android: now hides the splash screen as soon as the game has loaded (or when the loader layout is ready to run).
Crosswalk/Android: when previewing over Wifi, Crosswalk-specific features like the new back button detection should now also work. (Latest Crosswalk version only – needs ‘crosswalk’ in user agent string)
Exported HTML5 website projects now always warn if you try to run them from disk (on the file:/// protocol), since this does not work.
Physics: possible errors caused by recreating bodies with joints
Moving objects far away could fail to register ‘On collision’ events in r155
System ‘is on platform’ did not detect some platforms like node-webkit properly
Turret behavior: now uses collision cells for finding targets, which should make range detection in very large layouts faster.