gdx-setup 1.0.0

An archive of gdx-setup versions, past and present.


gdx-setup 1.0.0

Note: This version is obsolete.

libGDX changes

  • Box2D is no longer in the core, it has been moved to an extension. See http://www.badlogicgames.com/wordpress/?p=3404
  • Merged gdx-openal project into gdx-backend-lwjgl
  • Now LoadedCallback in AssetLoaderParameters is always called after loading an asset from AssetManager, even if the asset is already loaded
  • Added Payload as a new parameter to Source.dragStop, see https://github.com/libgdx/libgdx/pull/1666
  • You can now load PolygonRegions via AssetLoader, see https://github.com/libgdx/libgdx/pull/1602
  • implemented software keyboard support in RoboVM iOS backend
  • Fixed an issue where key event timestamp is not set by the android backend.
  • scene2d.ui, added to TextArea the preferred number of rows used to calculate the preferred height.
  • scene2d.actions, fixed infinite recursion for event listener’s handle(event).
  • Various Quaternion changes.
  • scene2d.ui, fixed a drawing issue with knobBefore when there’s no knob (typical progress bar).
  • Various MeshBuilder fixes and additions.
  • Math package: added cumulative distribution.
  • Fixed Music isPlaying() on iOS when is paused.
  • Added support for C-style comments to JsonReader (mainly used for json skin files).
  • Support for resource removal from Skin objects.
  • Added fling gesture to generate fling in scrollpane.
  • Vector classes now have mulAdd method for adding pre-multiplied values
  • Vector implementations no longer use squared value for margin comparisons, see: isZero(float margin), isUnit(float margin).
  • Vector2 now has isUnit and isZero methods (copied from Vector3)
  • Removed deprecated methods from Vector classes.
  • Added new headless backend for server applications
  • Support ‘scaledSize’ as a json skin data value for BitmapFont
  • Added setAlpha(float a) method to Sprite class
  • Added Input.Keys.toString(int keycode) and Input.Keys.valueOf(String keyname) methods
  • Added Immersive Mode support to Android backend
  • Added userObject to Actor in scene2d, allowing for custom data storage
  • Altered Android’s hide status bar behavior
  • Changed the way wakelocks are implemented. You no longer need any special permissions for the libgdx wakelock
  • BitmapFontCache setColor changes to match SpriteBatch and friends. http://www.badlogicgames.com/forum/viewtopic.php?f=23&t=12112
  • Changed ParticleEffect: the ParticleEffect.save method now takes a Writer instead of a File
  • TexturePacker2 renamed to TexturePacker, added grid and scaling settings.
  • Added support for custom prefrences on the desktop backends.
  • Fixed double resume calls on iOS.
  • Android Music no longer throws exceptions if MediaPlayer is null.
  • PolygonSpriteBatch implements Batch.
  • New scene2d actions: EventAction, CountdownEventAction.
  • Adds cancelHttpRequest() method to Net interface
  • Updated GWT/HTML5 Backend to GWT 2.6.0
  • Minimal Android version is 2.2, see http://www.badlogicgames.com/wordpress/?p=3297
  • Updated to LWJGL 2.9.1
  • Can now embed your libgdx app as a fragment, more info on the wiki
  • scene2d.ui, renamed Actor methods translate, rotate, scale, size to moveBy, rotateBy, scaleBy, sizeBy. May have conflicts with Actions static import, eg you’ll need to use “Actions.moveBy”
  • scene2d.ui, Table background is now drawn usign the table’s transform
  • scene2d.ui, added Container which is similar to a Table with one cell, but more lightweight
  • Added texture filters and mip map generation to BitMapFontLoader and FreeTypeFontGenerator
  • scene2d.ui, VerticalGroup and HorizontalGroup got pad, fill and an API similar to Table/Container
  • Removed OpenGL ES 1.0, 1.1 support; see http://www.badlogicgames.com/wordpress/?p=3311
  • Added OpenGL ES 3 support
  • Updated Android backend, demos, tests to 4.4
  • Added Viewport, changed Stage to have a Viewport instead of a Camera (API change, see http://www.badlogicgames.com/wordpress/?p=3322 ).
  • Changed play mode constants of Animation class to enumeration, see http://www.badlogicgames.com/wordpress/?p=3330
  • Updated to RoboVM 0.0.11 and RoboVM Gradle plugin 0.0.6, see http://www.badlogicgames.com/wordpress/?p=3351
  • Updated to Swig 3.0 for Bullet, disabled SIMD on Mac OS X as alignements are broken in Bullet, see https://github.com/libgdx/libgdx/pull/1595
  • TextureData can only be Custom or Pixmap; compressed image files are considered custom

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