I've uploaded version 2.0.16 to the downloads area with the following changes
Build 2.0.16
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- Fixed ObjectRayCast, and other collision commands, not working with cloned objects
- Fixed ObjectRayCast not working on scaled objects
- Added SetObjectMeshShader to set a shader on a per mesh basis
- Added GetObjectMeshVSSource and GetObjectMeshPSSource to get the source code for auto generated mesh shader
- Added SetWindowPosition to change the window position on screen on Windows, Mac, and Linux
- Modified the SetObjectMeshLightMap command to use the first set of UV coordinates if a second set does not exist
- Fixed exporting Amazon apps that use the Facebook commands having corrupt text during the Facebook loading screen
- Fixed ObjectRayCast sometimes not detecting the closest collision point when multiple intersections occur
- Fixed GPS commands sometimes reporting no GPS sensor on iOS 9.1
- Fixed Mac apps not being able to make HTTP connections on El Capitan
- Fixed SetObjectTransparency not recognising mode 2 as additive blending
- Adjusted the pixel light shader to support Android devices with low precision floats
- Increased maximum number of IAP products to 25 on both iOS and Android
- Fixed setting SetObjectLightMode to 0 causing a shader error on animated objects
- Added vector ID assert to GetObject3DPhysicsContactVector()
- Added command Get3DPhysicsRayCastObjectHit()
- Added command Get3DPhysicsRayCastContactPosition()
- Added command Get3DPhysicsRayCastClosestContactPosition()
- Fixed a Tier 2 bug in SaveObjectShape() command
- Fixed Help file for RayCast3DPhysicsObject()
- Fixed CreateObjectCapsule not creating a valid object
- Windows 8 and 10 no longer require the DirectX End-User Runtime to be installed, Windows 7 and below still require it for audio
- Objects will no longer rebuild their collision data when mesh vertices change if SetObjectCollisionMode is set to 0
- Fixed a crash when using CloneSprite on a sprite created from LoadSprite and then deleting the cloned sprite
- Fixed missing DLC menu on Mac IDE
- Fixed ChooseRawFile() not working on Mac El Capitan
- Added project name to source file tabs
- Fixed a crash when using file commands with an empty string as the file name
- Updated all Android Tier 2 projects to Android Studio
- Added Google Game Service Achievements to Android player, controlled using the GameCenter commands
- Added Amazon GameCircle Achievements to Amazon player, controlled using the GameCenter commands
- Updated iOS GameCenter for iOS 9
One big change in this update is that all the Android projects now use Android Studio, and we no longer support Eclipse from this update forwards. If you have used the Install Additional Files dialog to copy the Tier 2 files to a location of your choice then it will copy the new Android projects to that folder, but
it will not delete the old ones. This is because it can't tell if you've modified them for your own purposes. The following projects in the Tier 2 "apps" folder are obsolete and no longer used, you may delete them
appcompat
facebook
google_expansion_downloader
google_expansion_zip
google_licensing
google-play-services
interpreter_amazon
interpreter_android
interpreter_android_expansion
interpreter_android_lite
template_android
template_android_lite
template_ouya_lite
Another big change is that Windows 8, Windows 8.1, and Windows 10 no longer require the DirectX End-User Runtime for XAudio to work, AppGameKit will now use the version that comes built in with those operating systems. Windows 7 and below will still need the DirectX files.
Finally there is now support for achievements and leaderboards on Google Game Services and Amazon GameCircle using the GameCenter commands normally used on iOS. Because the app requires some internal values changed to work with these platforms you need to set the appropriate values in the APK export dialog and export a signed APK, which you then upload to your chosen store as a draft to test your own achievements and leaderboards. Apps broadcast to the AppGameKit Player will always be linked to the AppGameKit test achievements.
Please keep bug reports to separate threads, with examples if appropriate, as this greatly speeds up debugging and makes it easier to discuss the problem.