Some of the changes:
- Drag[en]gine: Added "invert blend factor" parameter to animator rules.
- DragonScript: Added slider widget and widget title to improve handling styled titled borders.
- DragonScript: Added support for AnimatorDefinition deep copy and loading animation as AnimatorDefinition or Animator.
- DragonScript: Added conversation gesture fade-in and fade-out controller support.
- IGDE: Added support for Edit Path Widget to switch between relative/absolute path, browse directory in operating system file browser and select files keeping relative/absolute path.
- IGDE: Added support for modules to process command line arguments for Game Continuous Integration. See Game CI Wiki Page.
- Conversation Editor: Added support to set default duration on gestures.
See the full changelog here: Changelog Release 1.13.
The Drag[en]gine game engine network module uses DNP (Drag[en]gine Network Protocol) to communicate with other game engine instances. For certain use cases you do not need a full fledged game engine. For these situations the Drag[en]gine Network Library has been created. These are static libraries to include into existing applications to speak DNP. Supported right now are:
- Static Library for C++ applications.
- JAR library for Java/Android applications.
- More to come (Python, C#...)
Typical use case are:
- Game servers hosting one or more games.
- Persistency support like database access, leader boards or spectator mode.
- Game development support like UnrealEditor plugins (LiveLink for DEMoCap for example).
- Administrator/Debug access.
The video below shows the example clients included in the release which synchronizes a simple float value.
See the source code in the Github Repository for how to use these libraries.
To help distribute your games find here also the updated distribution files for Steam and Microsoft App Store.