Beta versions are not as thoroughly tested as stable

Beta versions are not as thoroughly tested as stable

Beta branch

Construct 3 r297

Better local font support; 8-direction sliding; bug fixes and improvements

31 May, 2022 ()

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Notes

This release introduces a new Allow sliding option for the 8 Direction movement. If enabled, the movement will be allowed to slide along solids, rather than just stopping. This can be a more flexible way to use the movement in certain types of games. The Car behavior has also been updated to better handle sliding along solids with certain movement parameters - it should not move faster than the maximum speed any more.

There's also support for listing all available local fonts in Chrome 103+, thanks to a new browser feature that can provide a full list. You will see a permission prompt the first time you use this, but providing you approve the permission it should then work automatically afterwards, allowing access to the full set of fonts installed locally.

Finally as ever there's lots of bug fixes, as well as a range of improvements to timelines, many of which are based on feedback from the launch of Construct Animate beta. These updates also improve Construct 3 too, and we expect many such mutually beneficial changes in future too. We'll now be focusing on reliability as we aim to bring Construct 3 towards a stable release in a few weeks, so as usual changes will start to focus on things like bug fixes. Stay tuned for more updates!

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36
Launch r297

New Additions

25 favourites
8 Direction: 'Allow sliding' option to allow movement to slide along sloped solids
16 favourites
Text: support for listing all available local fonts in Chrome 103+

Changes

12 favourites
Timeline bar: preview timeline when scrubbing the playhead (hold Ctrl/Cmd to prevent preview)
10 favourites
Timeline bar: do not change the playhead position when clicking on a keyframe
5 favourites
Hierarchies: revert change introduced in r295 that changed the behaviour of the 'Transform angle' toggle

Bug Fixes

4 favourites
Mobile exports not working when using file: scheme (regression r295)
8 favourites
Car movement: could move too fast when sliding along solids in some cases
5 favourites
Layout View: rotating wrapped selections with shift held down not working correctly
3 favourites
Templates: 'TemplateName' expression was not returning the expected value for replicas created in the editor
6 favourites
Timeline bar: make it easier to select a keyframe when a time marker is on top of it
4 favourites
Timeline bar: allow dragging bezier curve anchor points which are overlapping the selection box of an instance
4 favourites
Timeline bar: dragging keyframes creating new keyframes with unexpected values (regression r296)
4 favourites
Timeline bar: undoing property keyframe changes producing unexpected results (regression r285.2)
4 favourites
Timeline bar: crash having a X or Y position property keyframe alone (regression r295)
4 favourites
Possible crash when hierarchy parent has zero size
4 favourites
Data editor: incorrect background color shown when resizing rows and columns in the default dark theme

Performance Improvements

9 favourites
Timeline bar: improve accuracy and performance of bezier curve drawing

SDK updates

4 favourites
Data editor: new CSS variable '--spreadsheetview-highlight-font-color' for highlighted cell text color

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  • thanks, will help me with my new project in mind.

  • This is probably one of the best updates I've seen. some much needed QOL fixes and features. It feels like you're hearing us out and it's great. Thank you

  • Finally, sliding along walls!

  • The wall sliding doesn't cancel the velocity along the normal of the contact. The result is the walls can seem sticky and make the object jump around corners.

    I don't have a login to the bug tracker or idea platform but here is how I've done it with event based wall sliding. As long as you get the collision normal you can calculate the normal velocity(vn) with a dot product. We only need to cancel the velocity going into the solid so min is used to get rid of the velocity going away.

    vn=min(0, vx*cos(normal)+vn*sin(normal));

    vx-=vn*cos(normal);

    vy-=vn*sin(normal);

  • Genius! I've _just_ noticed the Car behaviour wall sliding bug in the First-person shooter example today, and I don't even have time to report it because you folks already fixed it! :)