Michalis was busy last week reviewing and merging many Pull Requests to our engine. Thank you everyone for your contributions, and your patience with me (sometimes when I’m busy finishing some other work in CGE, that takes priority, and PRs wait a bit), and keep it coming!
We now support providing input data (as a stream) for HTTP requests (like PUT, or POST when
TCastleDownload.HttpPostDatais not enough), thanks to Vlad (phomm). Use the
TCastleDownload.HttpRequestBodyand see at examples/network/put_data/put_data.dpr.
We now support fast toggling of Tiled layers visibility thanks to Dennis Spreen. Simple example is part of map_viewer example, just set Boolean like
TiledMap.Data.Layers.Exists := .... This is the exact method with example code.
For future plans, see our “New API for Tiled layers” section in the roadmap.
There’s more from Andrzej as well: new navigation components, optimization for mouse move events, Android improvements…
And finally, we have also fixed CGE on FreeBSD and tested it with latest FreeBSD 14 version. We did it by fixing CastleGL, our dglOpenGL fork, to support FreeBSD. Thanks to Bartosz Jarzyna for reporting!
Thank you everyone for contributing. I hope you enjoy working with our game engine, and please keep it coming, we have big plans to be the best open-source game engine ever! See our roadmap to get inspired. Our features list wants to grow 🙂