Beta versions are not as thoroughly tested as stable

Beta versions are not as thoroughly tested as stable

Beta branch

Construct Animate r345

3D image points; usability improvements; faster Text objects & more

05 June, 2023 ()

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Notes

It's the start of a new release cycle! First up, this release includes some rendering improvements. There is now support for WebGPU in exported projects for the Web and Windows WebView2 exporters (it remains disabled for other export options for the time being). This means you can now publish projects that make use of WebGPU! Please note WebGPU remains off by default and we're still working through some remaining issues before we enable it by default. Construct now also applies a default anisotropic filtering mode of 4x even for 2D projects, as it also helps improve the visual quality of objects resized in extreme ways, and should have a low performance impact. Finally we've found a way to significantly improve the performance of scaling Text objects - so now you should get a much better framerate in both the editor and runtime if you zoom a layout with Text objects.

There's also support for 3D image points - the 3D shape object has expressions to retrieve image points for each of the shape's faces, and even Sprite now has an ImagePointZ expression which takes in to account 3D mesh distortion. There's also a few usability improvements, various other changes and improvements, and as ever a batch of bug fixes. Happy testing!

Please note: due to staff time off, there will not be a beta release next week (12-16th June). The next beta release will be the following week (19-23rd June).

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Launch r345

Changelog iconNew Additions

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3D shape: expressions to retrieve image point positions in 3D for each face
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WebGPU now supported for web and Windows WebView2 exporters
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Sprite: ImagePointZ expression, taking in to account 3D mesh distortion
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Properties bar: allow showing common family instance variables, behavior and effect properties when multi-selecting instances from different object types
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Add anisotropic filtering modes 8x and 16x

Changelog iconChanges

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Anisotropic filtering mode 'Auto' now always uses 4x for better 2D rendering quality
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Project Bar: click search result to keep it expanded after clearing search
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Project Bar: scroll to any remaining selected item after clearing search
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Windows WebView2 export: update WebView2 SDK to v1.0.1774.30
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Rename 'Form controls' category to 'HTML elements'

Changelog iconBug Fixes

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Scene graph: ensure mirror/flip of top parent affects whole hierarchy
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Text editor: context menu appeared in wrong window when opened as a popup
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Text editor: search toolbar displayed incorrectly when opened as a popup
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Properties bar: focusing color in "multiple" mode and unfocusing incorrectly counted as change to black
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Animations editor: work around Safari bug causing crash previewing animation
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Tilemap: did not always correctly handle collisions across parallax layers
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Event sheet view: 'Replace object' did not check for compatible custom actions
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Event sheet view: 'Replace object' did not replace the object for a custom action block
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Event sheet view: editing custom action object could allow creating duplicate names
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OR blocks did not always process 'Pick by comparison' the same way as other conditions
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Timeline bar: crash undoing pasting timelines which also required to create new sound/music files
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Timeline bar: 'Scale X' & 'Scale Y' resize mode not working as expected in some occasions
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Timeline bar: crash undoing while making a selection of multiple keyframes
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Timeline bar: crash deleting a timeline while it is decoding an audio file
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Animations editor: could become unresponsive after using a keyboard shortcut while dragging frames or animations
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Tilemap bar: possible inconsistent state when the pane is docked that could lead to crashes

Changelog iconPerformance Improvements

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Significantly improve performance of zooming Text objects
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Timeline bar: improve performance displaying feedback for large audio files

Changelog iconScripting updates

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3D shape: add getFaceImagePointCount(), getFaceImagePoint/X/Y/Z()
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Sprite: add Z component to getImagePoint(); add getImagePointZ()

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