It just means people using beta releases.
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There was never meant to be a feature for that, especially not one that doesn't make it clear it applies to layouts other than the one you're looking at. I guess if you think it's important file a suggestion for it.
This change doesn't affect editing object properties across a whole layout.
It's not really meant for that - it only did that as an accidental side effect of being implemented at a time when C3 didn't have a way to edit object type properties only with no instances.
It also applies, but in the case of Drawing Canvas it stretches the max texture size to the size of the object rather than failing to load.
You can already view spritesheets in the editor (Project -> Tools -> View spritesheets), and adjust how they're generated using the max spritesheet size setting.
TBH some of the Playable Ads restrictions are pretty bizarre! e.g. I'm not sure why everything has to be in one file, when that makes it bloated and less efficient - if you want efficient transmission, HTTP/2 can send everything down one connection... and why would the size limit be uncompressed? Do they not compress the file before sending it...? If they cared about efficiency they should say "use HTTP/2 and use compression"...
This is actually very complicated for the same reason described here: construct3.ideas.aha.io/ideas/C3-I-683
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It would mostly affect GPU texture read performance. I'm not sure we have a performance test that directly covers that, but the fillrate test is probably closest.
Please file any issues to GitHub following all the guidelines. Last time I tested it, it worked.
Issues only mentioned in comments won't be investigated - please use the bug tracker.
It's still complicated to do that - there are no other features that require a layout restart to apply a change at runtime, and currently restarting a layout does not reload any textures because it knows it's using the same set of textures. So there's a new codepath to write for 'reload layout and also reload all textures as if it's a different layout', which will need separate implementation and testing to a normal 'restart layout'. I'd be more persuaded this was worthwhile if you actually had benchmark numbers showing this made a significant difference for a particular game.
In general we try to avoid device-specific features, since they complicate the codebase significantly (in this case making two separate paths for handling sampling). This involves more development work and more difficult bugs (e.g. issues that only happen in a specific WebGL version which are harder to diagnose and fix). If we do this a lot then it gets even worse as you can end up with issues that only occur on devices that match three or four requirements, which turns in to a major time-sink, which we just can't afford with our limited resources. Sometimes we can justify it for a major feature, but I don't think this qualifies, it seems like it's just a nice-to-have.
This is actually very difficult to do, because in WebGL 1 samplers and textures aren't separated, so you have to specify the sampler when loading the texture.
Member since 21 May, 2007
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