The Defold game engine just released version 1.2.120. The two biggest features of this release are support for Android MultiDex as well as the ability to pre-warm particle systems. If you are interested in learning more about the Defold engine, we have a tutorial series available here.
Details of this release:
DEF-2888– Added: Android MultiDex support for NE.
DEF-2373– Added: Option to pre-warm ParticleFX emitters.
label.get_text_metricsfunction for label component.
DEF-3086– Fixed: Memory leak when loading two collectionproxies async that shared resources.
DEF-3098– Fixed: Reenabled
render.draw_textfor release builds.
DEF-2434– Fixed: Bug when stopping one ParticleFX component would stop any other PFX on same GO.
DEF-3049– Fixed: LiveUpdate resources could sometimes be invalidated when upgrading an Android app.
DEF-3027– Fixed: LiveUpdate resource header verification.
DEF-3062– Fixed: Bug where Spine rotations did not behave as expected.
DEF-3099– Fixed: Childed GOs to model and Spine bones were delayed one frame.
DEF-3091– Fixed: Added a build error check for Collada files with more than one root bone.
DEF-3093– Fixed: Better error message when bundling and no iOS provisioning profile was specified (Bob.jar).
DEF-3073– Fixed: Added
"-Wl,option"support for platforms that support it on NE.
dmBuffer::GetStreamdoesn’t crash on null arguments anymore.
DEF-2540– Fixed: Performance issue when muting all sounds. (This also fixes the fast forward issue.)
DEF-3071– Fixed: Optimized render update to sort less during each draw call.
DEF-3059– Fixed: User can now set break points in the user render script (and not the builtin one).
DEF-3090– Fixed: Fixed components that previously sent wrong world matrix to shaders. (Spine, Model and ParticleFX).