Today we've released a brand new build of AppGameKit. This maintenance build fixes a range of issues reported to us by our fantastic community.
 
We've also updated the free trial to the latest version of AppGameKit.
 
Here's a breakdown the changes since the last version;
  • Fixed an error in the default shader when an object or mesh has an image in both texture stage 0 and 1
  • Assigning arrays using [1,2,3,4] with fewer values than its current size now shrinks the array
  • Fixed a crash when using CloneObject on an object containing index data
  • Fixed ChooseRawFile not returning the path to the file on Linux
  • Fixed Visual Studio 2015 template project trying to compile in 64-bit mode, which is not supported on Windows
  • Fixed Windows failing to set-up the window if multisampling is not supported
  • Fixed setup.agc file being ignored on Mac and Linux
  • Fixed GetHTTPResponseReady on Windows never returning 1 when using GetHTTPFile
  • Changed the ASC command to return unsigned values instead of signed values, only affects ASCII codes above 127
  • Fixed Android apps failing to resume if SetRenderToImage is used
  • Fixed SetObject3DPhysicsAngularVelocity not setting the angular velocity correctly
  • Android apps now clean up their audio objects when quitting
  • Fixed SetObjectScalePermanent not updating the collision object
  • Updated GoogleAdsSDK on iOS to 7.7.0 and improved interstitial loading