Lime 7 Release!

We have a new major version of Lime out, I will try and find the time to write a blog post, but for now, here’s the changelog:

7.0.0 (08/09/2018)

  • Major API re-design to improve workflow outside of command-line tools
  • Migrated the core of the command-line tools into a new project called HXP
  • Updated Freetype to 2.9.1
  • Updated Android minimum SDK to API 14 and the default target SDK to API 26
  • Updated window defaults to always enable depth and stencil buffers
  • Updated window defaults to use a 32-bit (instead of 16-bit) backbuffer
  • Removed lime.graphics.Renderer, functionality moved to Window
  • Removed lime.app.Config, moved app.frameRate to Window
  • Removed lime.graphics.format.*, functionality moved to image.encode
  • Removed lime.utils.compress.*, functionality moved to lime.utils.Bytes
  • Removed lime.ui.Mouse, functionality moved to Window
  • Renamed lime.app.Preloader to lime.utils.Preloader
  • Removed lime.text.TextLayout, replaced with native Harfbuzz bindings
  • Moved lime.project types into lime.tools
  • Moved lime.utils.GLUtils functionality to GLProgram and GLShader
  • Added new lime.graphics.RenderContext with more lightweight API bindings
  • Divided OpenGL support into separate OPENGL, OPENGLES and WEBGL types
  • Compatibility APIs are provided in one direction (GL -> GLES -> WebGL)
  • Added lime.ui.WindowAttributes with broader context creation control
  • Sub-classing Application now requires no window argument for most methods
  • Multi-window applications should listen to app.onWindowCreate instead
  • Added support for Haxe Eval target, and beta support for HashLink (on dev)
  • Added Windows 64-bit support, Android ARM64 support, progress on WinRT support
  • Added bindings for the Harfbuzz native text layout library
  • Added lime.ui.MouseButton and lime.ui.MouseWheelMode
  • Added MojoAL support (as an alternative to OpenAL-Soft) in dev builds
  • Added cURL Multi support
  • Added support for <config:air languages="" />
  • Exposed window.stage and window.element on Flash/HTML5 targets
  • Improved native build times by not relying on macros for CFFI
  • Improved mouse event bindings, improved consistency of mouse wheel behavior
  • Improved HTML5 fullscreen exit to dispatch a restore, not a resize event
  • Improved lime.math.* classes to allow for less GC activity
  • Improved support for Electron on Linux to allow for WebGL on more drivers
  • Improved quality for HTML5 frame rate when set to lower than VSync
  • Improved HTTPRequest to dispatch a progress event when loading locally
  • Fixed some cases where allocation could occur during native GC
  • Fixed use of future.then when the result is an error condition
  • Fixed issues with some of the equations in lime.math.*
  • Fixed warning in Chrome caused by default HTML5 template
  • Fixed unnecessary AL cleanup message on exit
  • Fixed replay of existing native AudioSource sounds
  • Fixed Unicode paths on Windows when returning paths from the system
  • Fixed pasting Clipboard data when application first launches
  • Fixed webfont loading on mobile Safari
  • Fixed issue with AL.source3i types
  • Fixed support for iOS entitlements paths that include spaces
5 Likes

oh, does it mean won’t work on api 9 anymore ? :frowning: Is it totally broken, or it just some features that won’t work ?

We upgraded our internal version of SDL, which we use for native windowing, rendering and events. They have upgraded their minimum on the NDK-side to API 14 (Android 4.0), this was done a version or two ago, but we had some runtime errors with old devices because the minimum SDK API level wasn’t increased to match.

We’re supporting 99.8% of Android devices in the Play Store currently

Are you targeting any older devices?

Hmm. In fact I am doing an education app ( been a few years already …) I was planning to “recycle” old tablets and put my app on it to give them to people who need it. But maybe not so many old androids are left …
Saying this I forgot my old gingerbread phone somewhere, so it’s been a while I haven’t tested on it.

Great updates!

Any way to still get name, version, packageName, rootPath etc. in code?

Application.current.config.rootPath
this obviously no longer works

thank you

There’s a new app.meta object, which can be used for storing application meta-data. The default template uses these values:

(…though perhaps it should use “package” instead of “packageName”?)

EDIT: Looks like we’re missing “version”, but it could be added

EDIT2: If you use lime.embed, it appears that { rootPath: "path/to/asset/root" } should be available on window.config.rootPath, but it’s not strictly typed

1 Like

Hi, @singmajesty, Can the SWF library be used to cancel the export of resources in jpg format? Can I use the png format all?

Currently, we follow the format encoded in the SWF. If you set something to “lossless” in the Flash library, then it should be PNG in the SWF, otherwise it’s JPEG, or JPEG + ALPHA, which we encode as a JPEG and a PNG alpha file. It would be possible to do more, but currently we let the SWF file dictate what format to use

@singmajesty

Looks like we’re missing “version”, but it could be added

Please add it back : it is needed for crashdumper reports, and I find very helpful to be able to display it inside a running application :slight_smile:

4 Likes

Please add it back : it is needed for crashdumper reports, and I find very helpful to be able to display it inside a running application

Done!

3 Likes
lime.app.Application.current.meta.get("version");

I’ve tried that, but still get null, am I doing something wrong?
I’ve also downloaded latest Lime build from here: http://builds.openfl.org/

I added it in the develop branch of Lime, but for OpenFL, I added it to a working branch I have while I’m doing some breaking changes, until it stabilizes.

1 Like

Hi, I want to know if there is a way to get the number of drawCalls? :smiley:

The GLStats.totalDrawCalls method doesn’t seem to work.

I’m running into problems like this when I updated. Any reason why? Is there an build of Away3D I need to get as well?

Could you double-check if you’re running the latest versions? It may include a fix that should help. You can also try -Dopenfl-share-context to see if that makes a difference

I just did a haxelib update and downloaded latest and greatest. I also tried try -Dopenfl-share-context as well and still same effect. This happens when I update the texture on the folder.

Hmm, strange. Native or HTML5? If HTML5, are there any errors in the console? What kind of texture is it (Texture, RectangleTexture, PNG, JPEG, ATF, etc)? Does adding -Dopenfl-disable-context-cache make a difference?

It’s the HTML5 export and using an textured JPEG that is being applied on roll over and out. I also added -Dopenfl-disable-context-cache and it’s having the same effect.

Errors in the browser console?

Nope, no errors. I just double checked again in fact.