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. If you do have issues, remember you can jump back to the previous build easily as well.
This post has an accompanying dev log showing the major changes visually, read that first.
This is a major update with a lot of changes, so not everything will be listed here. Many bugs and internal issues were smoothed out as we work on our games + the editor.
Editor
- New world outliner
- Adds folders: create, drag and drop, and more
- Much faster on larger scenes
- Add lens concepts
- Keep view state more so changes to modifiers don’t reset the scroll
- Remove all old editors and workflows
- Selecting and saving a context (like a scene) saves it’s contents too
- Bunches of small fixes and stability
Core + module
- Remove all old world workflows
- Add debugger configs to outlines
- Enable debugger by default
- Initial vfx engine + shaders + default modules
- New UI workflows in editor + code
- Make sprite materials instanceable
- Wren; fix occasional crash in asset code due to import shenanigans
- Text; add set/get enable markup (so markup can be ignored)
- Text; allow .. with no tags to be valid
- Text; fix off by one error with header syntax
- Script; add Sys.hasModuleAvailable and Sys.hasModuleLoaded
Entity.get_withfor finding entities with the given modifier- Fix scene data type creating confusion
- Fix crash when wire wasn’t found
- Fix errors on some OS’ with Sprite data
- Fix tutorial outline + pixel outline having issues
- Mesh; Fix animation imports using old animation format
- Draw; fix radius 0 exploding unintentionally
- Tiles; hot reload changed tilemaps in world editor
- Sprite; add Sprite.animate
- Sprite; round by default was a bad default, flag still exists
- (you might want to enable it again if in a pixel art game)
- Tags; add better errors when Tags isn’t attached
- Scene; add connect/send for scene wires
- Anim; initial track add + manipulation from code
- Anim; add play_on for controlling internal animation
- Anim; fix bugs and missing features from earlier conversion
- Fonts; updated msdfgen and fixed bugs in our usage, improving some fonts
- Blocks; add gizmo option to float3 fields
- Blocks; show_if and show_if_not
- Blocks; add custom error for missing objects
- Blocks; add live/asset data for asset fields, allowing non-asset handles in asset fields
- Blocks; don’t serialize #button fields
- UI; add copy paste to vector fields
- UI; add Control.point_inside helper
- UI; now a usable modifier from editor
- UI; all controls converted to new type and workflow
- UI; added UI theme and per control styles with overrides
- Color; add hex_code to create a color from a string
- Camera; add pinned flag for keeping a camera view in editor
- Entity; visible state is now persisted from editor and load
- Entity; add get_relative_address
- Math; add in_volume helper
- Modifiers; add system level
listhelper, returns list of entity with modifier attached - Modifiers; add
Transform.with(world)helper, returns list of entity with modifier attached - World; UI; show scene names as short names with hover for ID
- World; UI; optimize refresh significantly with really large scenes
- World; UI; add initial ‘lenses’ concept with transform + folder lens
- Fix script error when last line isn’t a newline
- Assets; add list_ids
- Project; error properly when there’s a subtype mismatch in assets
- Text; add has_selected query
- Audio; add
Audio.durationfor the length of an asset - Fix shader compiler when adding vfx shaders to the mix
- Physics3D; add query box/sphere, body AABB and more.
- Physics3D; fix crash when sometimes changing shape type
- latest jolt, meshoptimizer, msdfgen and more