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- We released a new version (1.6) of our extension to integrate with VS Code:
- We fixed how it detects OS on 
win64. This in turn fixes Code Completion, jumping to declaration and other LSP features on Win64. - 
In addition to the VS Code marketplace, we’re now also in OpenVSX marketplace. This means that you can use our extension in VS Codium and other forks of VS Code. Just search in VS Codium extensions for “Castle Game Engine”.
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If you like what we’re doing, please rate our extension in the VS Code marketplace. Thank you!
 
 - We fixed how it detects OS on 
 - 
Google Play requires all new Android releases to support 16 KB page sizes. We have adjusted to this requirement last weekend.
In short, we take care of everything for you, and you don’t need to know all the details below 🙂 Just rebuild your application with the latest version of the engine.
Details:
- Our precompiled libraries have been recompiled to satisfy the 16 KB alignment:
 - How we compile C++ code with OpenAL for Android has been upgraded to support the requirement.
- This also needs to get OBOA from the latest version.
 - And needs to link to 
libc++_sharedlatest version. - For this we needed to upgrade NDK.
 
 - Finally, Pascal code (engine and your game code) is compiled with proper options passed to FPC.
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We also needed to upgrade Gradle and Android Gradle Plugin.
 - 
Script
check_elf_alignment.shfrom Google, as well as Google PLay when uploading new APK / AAB, confirm everything is now OK. 
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We released version 2.12 of Castle Model Viewer Mobile:
- With fixed synchronous downloading, used when “Enable Blocking Downloads” is selected. Can be tested on needs_download_network_resources X3D file.
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When determining which scene we open from ZIP, we always choose the 1st file alphabetically.
 
 - 
Nintendo Switch game controllers handling improved. (Details for people who are Nintendo developers and have access to our Nintendo engine version.)
 
If you like what we do, we appreciate your support on Patreon.




























