2024.9.3 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.
Not a huge change since just yesterday, but some important improvements.
Here’s some highlights:
Sprite billboard
The sprite modifier has added a few billboard types for convenience.
- Always face the camera
- With locked axis (e.g wolf style vertical rotation only)
- Fixed world size scale (uses world units and transform scale and is always same size on screen)
- Fixed screen size using ~pixel size sourced from sprite size, instead of world units.
Sprite origin rounding default changed
This was an accidental default, sprite origin rounding was on by default. It is now off by default which leads to far less surprises/confusing bugs when not doing pixel art.
In pixel art games often the origin for smaller sizes will be fractional, causing half pixels to sneak in. You’d want to turn on origin rounding, so that it doesn’t do that. There’s a setting engine.modifier.sprite.round_origin = true
that is now moved to the pixel art template.
If you are making a game from that template add this to your settings.settings.lx
file somewhere!
Gizmo fixes + QOL
The gizmo had a few annoyances creep in over time due to other improvements landing.
For example, the constrained axis handles (for e.g only dragging on xz) wasn’t working properly anymore? The input seemed to be ignored.
The bug here was cos of this tiny colored edge in the geo:
The code was doing a raycast against the first geo bounds (the blue edge), it was supposed to cast against the combined geo bounds (Geometry.ray_vs...
→ Mesh.ray_vs...
.
The input coincidentally got the biggest part of the geo in the old mesh importer, once we switched to the new one, the first geo changed to the small one, leading to the issue. But the code was wrong, and is now fixed.
That and:
- Improved clarity of arrow heads
- Improved handle size/thickness for more comfy use
- Fixed scale having a
/ 50
(old fbx importer workaround) making it hard to use.
Editor QOL
Some minor things but important:
- Ctrl click - “show anything under the mouse for easier selection” list was showing duplicates if there was multi part geometry for an entity. Now it only shows them once.
- Camera speed - When flying around with right mouse + WASD, you can scroll the mouse wheel to go faster or slower. You can also hold shift to have a speed boost. For some reason, when boosting with shift, it ignored the speed changes. It works again, you can change speed any time as intended.
- Focus on things without transforms/zero visuals would look broken, going into the center of the axis meshes and being super zoomed in. It now acts as if it has a 1,1,1 cube for bounds if there’s no bounds to go on.
- A note on build size: right now the editor/agent ballooned up cos of that icon font, this will improve soon and is a known issue
- Fixed
$icon
syntax not working at the end of a string and other minor cases.
As always, let us know if you find issues.
Enjoy!