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New Demos
- 3D Grass - A field of 20000 blades in one draw call, bent by a vertex shader as gusts of wind roll across it
- 3D Lit Billboards - A cloud of sprites lit by a light drifting through it, bright near the light and dark in the shade
- 3D Mesh Collider - Walk a level made of one mesh: ramps, stairs and walls
New Changes
- 3D sprites, particles and billboards are lit: by the lights, the sun, the ambient and the shadows, and
roundLightinglights them as balls, for smoke and clouds a light shines into MeshCollidermakes any mesh part of the 3D level's collision: objects walk up ramps, climb steps and slide along walls as capsules, and a prop placed in the 3D level editor can collide by its shape withmeshCollision- A
Shadertakes uniforms of the game's own,new Shader(code, '', {wind: vec2()}), changed each frame withsetUniformand no recompile, in 2D and 3D InstancedMesh3D.setDataAtgives each instance four numbers of its own that aShaderreads, like each blade of grass's sway- Icons in text:
setTextIcon('coin', tile(5))and any text shows the tile where:coin:is written, indrawText,drawTextScreen, the UI system andImageFont - 3D solid collision goes through a grid once there are many solids: 1000 solids update about four times faster, 2000 about ten times
- Many more fixes from four review passes, see the changelog
Breaking Changes
- 3D sprites, particles and
drawBillboardwere always unlit and are now lit, so they look different: setemissive = 1on a sprite object or particle emitter, orrender3D.emissive = 1before adrawBillboardof your own, for the old look; additive ones, like fire and sparks, are unchanged
Fixes
- The gamepad sticks' dead zone is round, so diagonals respond as straight pushes do
- A glTF OPAQUE material that shares a texture with a MASK or BLEND one draws solid
- A 3D collision callback that moves its object, like a portal, has its next contacts tested where it went
- The 2D and 3D level editors: many fixes to areas, properties, paste, prefabs and autosaves
- A small level, LDtk file or example link can no longer make millions of objects or hang the page
Check out the latest on GitHub to see everything we've been working on!
