Exciting update :o
Awesome, especially performance improvements to fullscreen effects are welcome.
It is only a default setting, you can easily change it to your needs,
and IMO trying to get lots of 4K sprites to run on a phone from 2017 is not a default use case.
Great update!
Did Google talk about the C3 editor when they talked about the file system API or did they know about the work being done on the File System plugin?
Anyways, that's a powerful new feature for web apps and browser games.
Love the 3D image points, makes 3D in C3 more consistent with 2D.
Please also consider adding expressions to get the position of mesh points from objects with a mesh.
Something like MeshPointX/Y/Z( column, row )
I could also manually set image points for every mesh point now, but that's very tedious and has a lot of potential for confusing errors.
Nice update with some really important features
Great update and thanks for the updates and quick fixes to the custom actions.
Great update, I appreciate the type annotations.
It would be great if we could get the types in the description of the Expressions dictionary window (F4) as well, and in the manual on the website.
It would also help to show an expected output value range where applicable. As an example, I have to test what kind of value range I'll get back from "SnapshotAlphaAt". Is it 0-1, or 0-100, or maybe 0-255? As far as I know these things aren't documented anywhere and you have to make an educated guess or test it every time you use something for the first time or forgot what it was.
It would also help with finding bugs, I'm still not sure if it is actually intentionally that mostly everything uses 0° to 360° in C3 but some expressions from behaviors return -180° to 180°.
"GradientByName" and "WeightByName" are awesome additions, as is Array shuffle.
When using AdvancedRandom to set a seed is the array shuffle seeded by that as well? [edit] The answer is yes.
Huge update, every single thing is really useful.
Thanks for the bug fixes.
Thank you.
I do not currently use the pathfinding behavior but it is awesome to see this amount of polish for the feature.
Worse still, the overshoot could run in to an obstacle and risk getting stuck
The same could be true for "undershoot" too, if it turns a corner it will start steering before it reaches the path point and might steer right into a tree or the corner of a wall.
If you plan to bring this feature into C3, which I hope because it does look nice and smooth, I would love to see an on/off switch for this. It would be even better if we were able to override the turn radius.
Because in my experience getting stuck on corners was actually a much bigger and more common problem with pathfinding in C3 than bumping into something because of a too wide turn.
Great addition with the preprocessed particles
The Convolution effect is very powerful, I used it in a dungeon game to make the sound effects more coherent by adding an echo to everything.
Very interesting read, thanks for sharing.
Another awesome update.
Thank you for fixing the nested actions bug, and adding my suggestion from last Beta with the autocomplete of available override actions.
Member since 29 Apr, 2013