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Hi @everyone! I hope you are all doing well!
v0.2 is currently in development. However, we had the opportunity to test the game engine more in depth and not only MesaGuilde, but you guys managed to find bugs that really should be resolved (Thank you all for catching these! :clap_tone1:). We did mention in the v0.1.3 release that it would be the last update before v0.2, but there was a lot to fix, so we might as well patch them here!
Can't wait to see what you guys make with this in the future, and we're looking forward to developing Carpenter Engine further!
From: Roberto - Lead Project Manager
Bug Fixes
- Textures no longer wait for images to load into game before resuming scene
- Old system relied on blocking until the texture was loaded with
emscripten_sleep. This lead to stack overflows. - If a texture stilll needed time to load, it will fallback to Texture ID 0 now.
- Old system relied on blocking until the texture was loaded with
- textures now render with transparency in the default shader
- Through OpenGL's behaviour, we needed a fallback if layering was not performed in the correct order. A fallback has now been implemented to resolve this in the shader
- The base node tree traversal process now checks if the children are enabled instead of the root
- If a node has children, now they will disable properly if they have been been programmed to disable.
Documentation
- Resolved sections in documentation where the project still calls itself "Table Engine" instead of "Carpenter Engine"
- Corrected contribution development setup