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Memory management for C3 runtime; new 'Falling shapes' template; bug fixes
13 September, 2018 ()
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Notes
Update 2:40pm BST: Earlier we released r117 but due to a website issue it didn't work. We're republishing the same release as r117.2.
We have another release for you this week! This release introduces a new memory management feature for the C3 runtime. This provides new System actions allowing you to control which objects - or entire layouts - are loaded and unloaded from memory. For small or medium sized games, Construct's default layout-by-layout memory management should suffice. However some large games need more careful control of memory. Now you can do things like unload objects that you know won't be used any more on this layout, pre-load objects you know will be created soon, or create genuine loading screens for a large layout. Memory management should be used with care - if you handle it incorrectly you could seriously increase the memory use of your game. For example preloading a large layout while already on a large layout could spike memory usage higher than it would have ever been on either layout alone (in this case moving to a loading screen on a different layout where you preload the next layout is a better idea). Additionally since images can only be loaded and unloaded per spritesheet, unloading an object does not guarantee any memory will be freed - all objects on the spritesheet must be unloaded before the texture is released.
The Use worker mode for the C3 runtime has now also been hidden by default and will only appear if you turn on "Enable experimental features" in Settings. We think the C3 runtime is nearly ready for wider release, but worker mode needs a bit longer for Chrome to fix some outstanding issues specific to that mode. We're still keen to enable it by default in future since it brings some valuable performance improvements, and it should be back enabled by default in the near future.
Other than that, there's a new Falling shapes template, which will probably remind you of a well-known gameplay mechanic. There's also a batch of bug fixes as we clean up some loose ends towards a stable release (hopefully in the next couple of weeks). Stay tuned for more updates!
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Exécuter r117.2
Nouvelles fonctionnalités
New memory management feature for C3 runtime: control which objects/layouts are loaded and unloaded from memory
Nouveaux ajouts
New 'Falling shapes' template
Changements
Updated code to invoke downloads to better support Edge
C3 runtime: update Lens2 effect so magnification parameter has effect when black alpha-only image used
C3 runtime 'Worker' property now only shown if experimental features enabled in Settings
Corrections de bug
C3 runtime: Scroll To behavior 'Set enabled' action not working
C3 runtime: minified exports sometimes not working
C3 runtime: ensure game can load if splash screen fails to load (could have affected Instant Games)
Possible glitches rendering some effect chains
Browser plugin: Request fullscreen 'Centered' incorrectly did 'Letterbox scale' in C2 runtime
Edge: could not select more than one term in expressions
Firefox: touch gestures not working correctly in editor (regression in r116)
Mises à jour du SDK
Support for "allowedPluginIds" property on "object" parameters to only allow picking certain kinds of plugin.
Added plugin-specific APIs for Array and Dictionary (see
documentation)
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