Beta versions are not as thoroughly tested as stable
Multiplayer improvements; updated project folder format; lots of bug fixes
06 September, 2022 ()
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Notes
It's the start of a new release cycle! This is usually when we introduce our bigger changes, and that's the case this time too.
Please back up any important projects before using this beta release. This is our strongly recommended best practice and you should be doing it anyway to protect your work in the event of a disaster. However we are emphasising this as this beta release changes some important details around the way project files are saved. While we've worked hard to try to make sure this works reliably, there is a risk of a mistake causing problems with project files, which could make then unopenable. So please take care with this release in particular.
The change to the project file format is that subfolders in the Project Bar are now represented with real subfolders in the project. It also preserves the case of filenames. Previously content was always saved in the same folder regardless of the use of subfolders, and all names were lowercased. While this change affects .c3p files (which are zip files of a project folder), it will be more noticable with project folders: the first save will rearrange folders and rename files. This could also cause a significant change if you are using source control. However it should make for a better experience when editing large projects, especially if using an external JavaScript code editor. We also intend to later update exported projects to also use real subfolders, and so this change will help make things consistent between project folders and exported projects.
We've also done some work on Construct's Multiplayer feature. The biggest change is it now supports continuing games when the host disconnects from the signalling server. So now all peers in a room can disconnect from the signalling server but preserve their connections to one another and continue transmission, whereas previously if the host left the signalling server it would also close the game. This helps ensure any problem with the host signalling server connection does not stop the game, as well as making it possible to lighten the load on the signalling server as once a game is set up everyone can disconnect from the signalling server. Note however that once disconnected from signalling, it is no longer possible for anyone else to join, as that is what the signalling server facilitates. We've also added a script interface for the Multiplayer object. This only exposes the signalling and peer transmission APIs, but it makes it possible to use Construct's signalling infrastructure to set up peer connections, and then transmit any text, JSON or binary data you like between peers using JavaScript.
Aside from that there's a range of smaller additions and changes which you can find in the changelog, and lots of bug fixes, especially for Timelines and the Animations Editor. Happy testing!
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Launch r309
New Additions
Timer behavior: 'Stop all timers' action
Multiplayer: 'On host disconnected' trigger
Browser: set/get CSS properties for entire document
Multiplayer: make most signalling actions async
Changes
Use real subfolders in project folders to match subfolders in the Project Bar
Multiplayer: keep peer connections when host disconnects from signalling server
Preserve case on filenames in saved projects
Update 'Multiplayer chat' example to allow chat to continue if disconnected from signalling server
Require valid filenames for project files and folders (may cause some invalid names to be changed)
Timeline bar: overwrite keyframes when dragging another keyframe on top of it
Timeline bar: 'ease' and 'path mode' value of master keyframes will now take precedence over the same property in a corresponding property track
Bug Fixes
Timeline bar: crash moving keyframe to time 0
Timeline bar: crash toggling the 'transform height' property of a hierarchy child while it is on a timeline
Timelines: possible runtime crash using the 'Set Time' action
Timelines: 'On finished' trigger not fired in certain conditions
Properties bar: instance layers property showing wrong text for overridden layers
Animations editor: snap selection to grid if needed when pasting
Animations editor: allow pasting animations to the root of the animations pane by clicking on the empty space
Animations editor: copying animations could copy the incorrect content
Animations editor: select all the content of a subfolder when it is selected
Animations editor: crash closing the editor and undoing changes to object types with no animations (regression r308)
Hierarchies: loading the same save state multiple times causing unexpected results
Hierarchies: instances using the 'No Save' behaviour not restoring hierarchies properly
HTML element: 'Set CSS style' did not handle CSS variables propertly
Data editor: allow text wrap when editing long text (regression r305)
Possible issue with collisions after loading savegame using hierarchies
Scripting updates
Add Multiplayer script interface
Add List script interface
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