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[1.7.0] - Fixes AtlasTmxMapLoader region name loading to tileset name instead of filename - Changes TiledMapPacker output, region names are tileset names, adjusts gid, defaults to one atlas per map - API Change: members of Renderable and MeshPart are changed, see https://github.com/libgdx/libgdx/pull/3483 - Added Vector#setToRandomDirection(), see #3222 - Updated to stb_image v2.08 - Added Node#copy(), used when creating a ModelInstance from a Model to allow using custom nodes - Add ModelCache, see https://github.com/libgdx/libgdx/wiki/ModelCache - Updated bullet to v2.83.6 - Updated to RoboVM 1.9, for free life-time license read http://www.badlogicgames.com/wordpress/?p=3762 |
Update your project as usual.
If you are deploying to iOS, you’ll now need a free RoboVM license key. You can find all info on this change in this blog post. I also updated all our docs with all the info you need to get this going. You can now use debugging on iOS!.
Happy coding!



Nice!
Great work Mario…keep it up
Building fails with the LibGDX project generator when trying to include the Tools extension with this version. Tested with 1.7.0 and it’s working fine there.
Anyone else seeing a pretty substantial drop in FPS when running on the desktop, after updating to 1.7.1? I’ve always had no problem achieving 60fps on desktop and Android; now desktop fluctuates between 40 and 50fps whilst still running at a smooth 60fps on Android. I’ll delve deeper tomorrow, and try reverting to 1.7.0 for a more detailed comparison…
Nothing relevant has changed in the desktop backend since 1.7.0. Must be something on your end.
What’s the error?
Ok, thanks. I’ve not changed anything in my project since updating from 1.7.0 and the FPS difference was instantly noticeable, but I must confess I’ve not yet had a chance to check my facts. I probably should have held off before posting. I’ll check things out tomorrow. Apologies for the noise if that is the case.
Sweet!
BTW, here is typo in version – [1.7.0]
Why does https://libgdx.badlogicgames.com/releases/ stop at 1.6.1? I don’t care for the cruft with gradle and whatnot (I haven’t even had troubles with setting it up, I just don’t care for it).
Whoops, wrong reply 🙂
Because it’s a duplicate effort. You can always build libGDX yourself if you need the jars.
Just weird because the nightlies do the same thing as what I wanted, but somehow it’s too much to slap the release version there… I’m sure I’m missing something though. Sorry if I come off as rude/ungrateful. I definitely appreciate the monumental efforts that go into LibGDX!
Hello! Anyone having issues with Flame since update Or just me?