2024.12.3 is available for testing!
Use version control/backup (always) and switch your modules.lx
version over to try it and let us know if you run into any issues.
More 3D things, more 2D things, more editor things and more bug things. This build has a lot of new rough things but they’re moving fast and are in use in our games already, so will be expanded as we go.
Note we skipped 2024.12.1 cos of an issue with the build.
Note we did a hotfix on 2024.12.2, and reused this post!
Brick & Bramble
A game by @ipsquiggle and Fer-i! They launched their prototype which you can play here.. You can join their discord to give feedback on the game as it develops, they post dev insights and such often.
Here’s some highlights:
WIP
New Physics3D modifier based on Jolt
along with initial shapes, callbacks + character controller. These are shown in editor with Alt-P and can be toggled in game. These live in luxe: system/physics/*
now! Some stuff like easier filtering and other corners missing.
WIP
New Audio asset + 3D Audio APIs + modifiers
Audio files now auto import, so you can remove define_source
calls, and use Asset.audio("audio/thing")
as a regular asset. There’s also bus assets to now control sfx, music, and global volumes separately. Audio play can now specify a bus via Asset.bus(...)
like other assets.
WIP
Realtime changes are back
In the old editor, changing a value would immediately reflect, but the newer one only applied the changes on enter/commit/unfocus. They’re back to adjusting immediately, but they currently create an extra undo if you cancel without applying (hitting escape). That’ll be fixed next time.
WIP
New Tiles editor + content + fixes preview context
All new tile editor is ready for testing! Including a ton of fixes, multiple layers visualized in editor, multiple tilemaps open at once, better tools, better undo, brush history, brush saving/loading and more - let us know if you find issues. Thanks Ronja!
WIP
UI Opacity and Control opacity control
A convenience for easily doing fade ins of a whole UI or root level controls. Opacity propagates downward, so fading the parent fades children too.
Wires from code
You can use YourModifier.connect.*
and YourModifier.send.*
to listen for wires and send wires from code, across modifiers.
Trigger.connect.enter(world) {|entity: Entity, contact: Contact|
on_entered(entity, contact)
}
WIP
Shader input struct passing
You can now pass input structs around - this is still work in progress but will go a long way to cleaning up things alongside the shader imports.
float3 do_thing(Outlines outlines) {
return outlines.color.xyz;
}
...
stage fragment frag_mesh_textured2(
input { Outlines outlines }, ...
float3 thingsy = do_thing(input.outlines);
BEHAVIOUR CHANGE - Fixed modifiers delta time being global
instead of world delta (so set rate affects modifiers as intended)
Other fixes in 2024.12.2:
- latest emsdk 3.1.73
- fix template creation in editor
- mesh preset process hooks for doing custom things during import
- mesh preset fixes around material fallbacks
- add control over UIText colors + radius
- move localization loading from origins
- add some more 3d drawing helpers (sphere, etc)
- fix bug with resizable + fullscreen blocking each other
- fix max visible on UILabel
- fix Math.div and add divide/divide_to
- fix asset references being awkward
- fix mesh compiler confusing state with modified state
- add mesh compiler import flags for controlling auto imports
- add world_point_to_local scale flag
- wip ‘own materials’ flag for Mesh modifier
- wip start/end time for clip import
- add quick access to scene scripts from elsewhere
- fix issue when deploying sometimes
- mesh optimizer 0.22
- Fix crashes on destroying worlds sometimes
- Block fixes for objects in arrays
- 3D anim prevents assertions on unnormalized quaternions
2024.12.3 hotfix fixes
- fix number fields disallowing decimal points
- fix number fields not showing
*
for expressions - fix text fields getting confused by string markup
This video below shows how the formatting is removed when focusing a text field, allowing you to actually edit the text properly as intended.
There’s more I’m sure but let us know if you have any issues. Thanks to @ipsquiggle for a couple of these contributions and reporting workflow issues so we can squash em.
We have a few other key things to push soon, including a new sample and some new docs + tutorials. Look out for those soon.