I've uploaded a new version to Steam and the TGC site.
Note that this version contains breaking changes, the new AppGameKit Player will not be able to run bytecode from previous versions, and players from previous versions will not be able to run bytecode from this version.
Build 2017.07.19
------------------------
- This version contains breaking changes, bytecode compiled with older versions will not work with this version, and bytecode compiled with this version will not work with older players
- Fixed DrawLine on Linux sometimes being off by one
- DrawLine on all platforms will now draw the last pixel of a line whereas previously the last pixel was left blank
- Fixed LoadVideo not working with "raw:" file paths on non-Windows platforms
- Fixed LoadMusic not working with "raw:" file paths on all platforms
- Fixed SetSpritePhysicsOff causing a crash if called inside a contact loop using GetFirstContact and GetNextContact
- Fixed a crash when setting a physics sprite to a width or height of 0
- Added RequestAppReview for iOS 10.3 to rate the app from within the app itself
- The AGK Player on iOS will now display the Wifi IPv4 address over the mobile data one, if available
- Added FacebookActivateAppTracking command to send app events to the Facebook app console and record app installs
- Fixed Android ShowCaptureScreen in Tier 2 causing an exception
- Removed old Visual Studio projects, AGK now only supports VS2015
- Support for Visual Studio 2017 has been delayed, we're awaiting a bug fix from Microsoft to continue support
- Added a 64-bit template project for Windows using VS2015
- Added a 64-bit version of the Windows interpreter to the Players folder, it will not be used automatically to maintain backwards compatibility
- Added support for 64-bit plugins in the 64-bit Windows interpreter, 32-bit plugins can only be used with the 32-bit interpreter
- Added Example Plugin source code to the installed files on Windows, Mac, and Linux
- Added ShareImageAndText command to share both an image and text at the same time
- Updated Mac projects to use libc++, any Tier 2 projects will need to update their setings accordingly
- Fixed spelling mistake in GetSocketListnerConnection command name, this is a breaking change and will need to be corrected in existing apps
- Fixed network client disconnect not being forwarded to other clients
- Changed iOS splash screen to fade to black instead of white before displaying your app
- Added SetNetworkAllowClients to restart client listening after calling SetNetworkNoMoreClients
- Added KickNetworkClient to kick a network client off the network, only the host can do this
- Fixed ReplaceString cutting off the end of the string if the replace count limit is met
- Fixed Ouya Tier 2 template failing to compile
- Fixed Android GameCenter commands crashing if passed an empty string for the leaderboard name
- Exported Google Android apps should now be compatible with Android TV
- Fixed ViewFile and ShareImage failing after the first attempt in exported APKs
- Fixed virtual button commands reporting the wrong button ID in error messages
- Fixed OpenBrowser on iOS not accepting URLs containing spaces
- Restricted 3D model format support to .x .fbx .dae .3ds .obj .b3d .3d
- Added 3 shadow mapping modes to automatically cast shadows on 3D objects from the directional light
- Added the following commands to control shadows SetShadowMappingMode, SetShadowSmoothing, SetShadowMapSize, SetShadowRange, SetShadowBias, SetShadowLightStepSize, SetObjectCastShadow, SetObjectReceiveShadow
- Added a new example project to demonstrate shadow mapping to the 3D folder
- Added LoadShaderFromString command to specify the shader source code directly as a string
- Fixed assigning default values to an array of strings in a function generating an error if the number of values didn't match the array size exactly
- Changed the mesh to light distance calculation to prefer closer lights regardless of light range when the number of lights is exceeded
- If the number of pixel lights affecting a mesh exceeds the limit (currently 4) then the additional pixel lights will be applied to the mesh as vertex lights if possible
- Fixed DrawBox drawing unfilled boxes incorrectly if the virtual resolution didn't match the window size
- Debugging from the AGK IDE will now attempt to use the loopback addres if no other IP addresses could be found
- Fixed a memory leak when calling plugin commands
- Fixed GetResumed and GetPaused not working on Linux
- Linux apps should no longer exit when a socket disconnects
- Fixed a memory leak in CountStringTokens and GetStringToken
- Added 3D particle commands and a 3DParticle example to demonstrate their usage
- Added SetObjectNormalMap command to add a normal map to a 3D object that uses the default shaders
- Added support for tangent and binormal attributes in 3D objects loaded from external files
- Objects using a normal map that don't have any tangents or binormals will have them generated at runtime
- Added normal mapping example project
- Added support for the vertex color attribute for 3D objects using the default shaders
The main new features are a 64-bit version for Windows, and lots of new 3D features like shadow mapping, normal mapping, 3D particles, and support for vertex colors.
Windows Tier 2 has moved to Visual Studio 2015 only, we attempted to support Visual Studio 2017 as well but it currently contains a bug that is being fixed by Microsoft. Hopefully we can support it in future.
Let me know if you have any problems.