OpenFL 2.1 Beta

The next release of OpenFL is coming. In the meantime, we are happy to share beta builds for each library. We invite you to help us test for regressions, or other serious issues before publishing a full release to haxelib.

A Combined Codebase

Flash, HTML5 and native (when using the “next” flag) will use a single Haxe codebase. Long-term, we expect this to help in our commitment to stability and focusing on better consistency and quality across across each target.

However, we’re not flipping the switch on “next” just yet for everyone. By default, the native target will still use our older C++ codebase. It is important to us that we do not take a step backwards in the short-term, while we prepare for long-term goals.

A New Lime

Lime has a brand-new API, which we’ll go into detail for in the future. In the meantime, know that we’re pushing more of the features you love from OpenFL, into Lime so that cross-platform development can remain strong and supported, without being quite so tied to the Flash API.

In our goals to focus on simplicity and consistency, we have decided to not to maintain a separate “aether” library for command-line tools. We have merged the tools into Lime.

How to Install

We are not going to release on haxelib, but invite you to install these builds yourself:

After you download each zip, use “haxelib local” to install each one:

haxelib local openfl-2.1.0-beta-74-g886b0e3.zip haxelib local lime-2.0.0-alpha-71-g8bb4838.zip haxelib local swf-1.5.3-1-g4b6170f.zip

You can change between the beta versions and the last release using “haxelib set”:

haxelib set openfl 2.1.0-beta haxelib set lime 2.0.0-alpha haxelib set swf 1.5.3

..

haxelib set openfl 2.0.1 haxelib set lime 1.0.1 haxelib set swf 1.5.2

Changes

Version: 2.1.0-beta

Added Orientation3D and improvements to Matrix3D in support of Away3D

Minor fixes to URLLoader

Added several missing toString() methods

Implemented displayObject.hitTestPoint for HTML5

Added graphics.drawRoundRect implementation for HTML5

Fixes for HTML5 mouse wheel

Implemented “totalCount” argument for Flash Tilesheet class

ArrayBufferView fix for Flash

Improved HTML5 performance of bitmapData.getVector

Fix for Asset embedding when using full paths

Added initial Haxe-based GL rendering for all targets (next, incomplete)

Moved to premultiplied alpha when rendering in GL (next)

Added automatic batching of Bitmap objects for performance (next)

Moved ByteArray, Assets and other low-level elements to Lime (next)

Consolidated the “backends” into a single set of classes (next)

Version: 2.0.0-alpha

Created an all-new Lime API

The core architecture is built around Application, Window and Renderer

Events are similar to C# or signals/slots, and strongly-typed

Add support for Flash, DOM, Canvas or GL render contexts

Added bindings to OpenAL, as well a simple unified audio API

Added networking support, with bindings to cURL on native platforms

Added cross-target pixel image manipulation features

Added Lime “legacy” binaries to support OpenFL “v2” native

Combined “aether”/”lime-tools” into “lime”

Fixed support for Xcode 6 publishing for iOS 8

Fixed support for BlackBerry 10.3

Restored support for old Android devices

Added support for static linking on Windows, Mac and Linux

Added support for externally defined platform targets

Improved Flash asset embedding, to handle larger projects

Added Firefox OS publishing using “lime publish firefox”

Made the asset library system more flexible

Many other tool improvements

Version: 1.5.3