2025.1.1 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.
New tile editor
The new tile editor is now enabled! If you find issues please let us know, there’s definitely a few known issues and polish things - it will continue to improve as we push builds.
There’s a first pass of documentation on the basics here.
New tile workflow
The new tiles workflow makes images usable as the inputs first, so if you had new-format tilemaps there’s a bit of changes. Ask if you need the details!
The changes here make it really easy to add images and tilesheets without materials and sources.
The docs show the details but it’s much quicker to add multiple images or tilesheets to a tile visual now!
UI polish
UI Button set colors helps control the background and border colors of the button control.
UI Image Fit is aspect correct handling for UIImage control.
There’s contain
which keeps the image aspect and displays it within the control bounds. There’s cover
which clips/zooms in keeping the aspect ratio filling the whole bounds. Then there’s keep_width
and keep_height
which keeps the aspect ratio, but resizes the control itself on the other axis.
Fixes and tweaks
- Nav now translates world/local space correctly
- fix sprites not loading pixelated flag correctly
- icon fonts - allows customizing the default icons
- actually load settings files in release builds
- add YourModifier.each to API, for external iterating
- add pixelated flag to regular older sprite material
- fix 3D physics crash with first-created mesh shapes in editor
- API docs now show variables and their defaults
- move icon fonts to a module to reduce size bloat for now
- fix Mesh import ensures directories exist
- hide debug/old editor contexts. shift-click context list to show