Les versions Beta ne sont pas autant testées que les versions Stables

Les versions Beta ne sont pas autant testées que les versions Stables

New Z elevation feature! Plus new template, performance improvements and more.

07 January, 2019 ()
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Notes

Happy new year! We're pleased to be able to release the first beta release of 2019 to kick off a new release cycle. We're starting off by launching the new Z elevation feature, which lets you move objects up and down on the Z axis for some real 3D-style effects. In case you missed it, we've included the teaser video we previously posted about it with this release - and everything shown in the video is now available in this release! You'll also be able to find new conditions, actions and expressions to control Z elevation of layers and objects individually at runtime. Note as with all new features going forward, this is only available with the new C3 runtime.

In addition to that there's a new 'Monk fight' template by @Kyatric that demonstrates a beat-em-up style game. We also have made a range of improvements to the spritesheeting system in Construct 3 aimed at reducing memory usage. This includes a new Max spritesheet size project setting that gives you more control over memory use (with smaller sizes) or efficiency (with larger sizes).

There's a ton of other changes in there too, so check out the changelog for the full details. Note this is the first beta release after a stable release, and we normally save all our biggest changes for the beginning of a release cycle to ensure it gets the longest possible time on the beta channel for testing. So please be aware there may be new issues introduced. As ever if you notice anything amiss, please let us know by filing a bug!

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Exécuter r132

Changelog iconNouvelles fonctionnalités

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Z elevation - move objects and layers in 3D on the Z axis!

Changelog iconNouveaux ajouts

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New 'Monk fight' beat-em-up style template
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'Max spritesheet size' project setting, allowing customising the tradeoff between lower memory usage (smaller sizes) or better performance (larger sizes)
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Data editor: menu options for resizing one or all rows/columns
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Data editor: persist row and column size for project file until end of session

Changelog iconChangements

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The preview window caption no longer includes "(C3 runtime)" when using the C3 runtime, and instead now says "(Legacy C2 runtime)" when using the C2 runtime
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C3 runtime: remove 'Clear background' setting, since the runtime now automatically clears in the optimal way
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C3 runtime: replace "point" and "linear" sampling modes with "nearest" (formerly "point"), "bilinear" (new option), and "trilinear" (formerly "linear"). Bilinear is faster if the extra quality isn't needed.

Changelog iconCorrections de bug

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C3 runtime: possible crash when destroying objects
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C3 runtime: Dictionary returned 0 instead of empty string
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C3 runtime: one-shot particles using objects could create too many instances
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C3 runtime: crash setting particles properties to NaN
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C3 runtime: Mobile Advert error message expression sometimes returning a blank string instead of error message
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C3 runtime: Mobile Advert 'Set user personalisation' action not working
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Drawing canvas: issues pasting a canvas in to another canvas
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Drawing canvas: crash setting zero/negative size
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Tween Behaviour: Crash on "on finished" condition, if the target instance is in different families
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Advanced Random: fixed artifacts when sampling negative positions
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Hang drawing tilemap with scale 0
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Sprite 'Set solid collision filter' action incorrectly shown in C2 runtime
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Crash using window context menu options while loading a popup window
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Layout event sheet property now sorted by name instead of order added
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Data editor: cell data being swapped when undoing a reduction in size
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Data editor: cancel current selection when resizing to prevent possible invalid selection
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Desktop build: changes to ensure very large projects can still open successfully
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Possible issue importing C2 projects with unusual event sheet names

Changelog iconAmélioration des performances

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Optimise object grouping on spritesheets according to their usage across layouts, which should reduce memory usage
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Avoid placing both very large and very small images on the same spritesheet, avoiding the case where loading a small image ends up loading a large unused image
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Optimise time spent building spritesheets for extreme cases (e.g. thousands of frames in one sprite)
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C3 runtime: improve performance when rendering lots of similar objects

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