It seems like you forgot to disable webGPU again on auto for stable. (unless that's on purpose)
Amazing update, I dig everything in it. Awesome to see many suggestions added as well.
About the mouse buttons, I would love if we could have a way to handle mouse input by button index, similar to the keyboard or gamepad. This would make remapping mouse inputs much easier.
Great update!
Adding a way to instantly jump to the reference flowchart would be huge UX wise when using many interlinking flowcharts.
awesome, got one of my shaders working for 3d and also was able to handle depth with:
gl_FragDepth = (outColor.a == 0.0 ? 1.0 : gl_FragCoord.z);
I did notice however that srcOriginStart and End unfortunately only works as expected for the back face of a 3dShape (I tried with this gradient shader: construct.net/en/make-games/addons/1107/gradient that draws a linear gradient from start to end). I'm not sure if that is a bug or by design. I might report it after some more experimenting.
edit: it only doesn't work as expected if the face image is a tiledbackground or 9patch
So we have to define it in the addon.json and then should handle the depth writing ourselves (i.e. discard pixels) I guess? Sounds very useful!
(I always wish there was some temporary documentation for some beta features so it's easier to test)
I love the huge amount of bug fixes and am very intrigued by the direct 3D rendering option!
Even though not major features, collision cell size and the CollisionEngine scripting interface where the highlights of this release cycle to me!
Looking forward to the next beta!
Awesome to see three suggestions added so quickly, ty!
I appreciate the quick addition of outlineback!
Happy Holidays! :)
I ported this shader from a user called Coolok, you don't need to credit me and looking at the original link Coolok states to questions about using it in commercial projects with: "yes sure!
this is for FREE!"
link: shadertoy.com/view/4dXBW2
But it's always a nice gesture to credit people even if not necessary! :)
This so intriguing, looking forward to experiment and figure out what use cases work well for this new system!
Also tysm for the ICollisionEngine interface!
Thank you for letting me know!
There was a small typo in the webGL 2 variant introduced in v1.1, can you download the newest version and test if it works now?
Amazing update!
I recommend using this instead:
construct.net/en/make-games/addons/1112/luminosity-mask-bloom
I ported this Shader to support webGPU for another user, plus I found a way to optimize the shader a tiny bit for webGL as well.
Can be downloaded here: construct.net/en/make-games/addons/1127/rgba-channel-separation-webgpu
Member since 6 Jul, 2017