Release v1.3.0
Another release that fixes several bugs and adds some new features to improve Ceramic usage in general.
How to update Ceramic
Via haxelib: haxelib run ceramic setup
Via git: https://ceramic-engine.com/guides/ceramic-via-git/#update-your-existing-ceramic-via-git
Changelog
- [tilemap] Add support of per-tile alpha, including when using LDtk
- [runtime] Add
Visual.wireframe
to render it as wireframe (disabled by default, enable withceramic_wireframe
define) - [runtime] Ensure Scene
load()
andcreate()
are called from a different callstack than asset load callback to prevent weird stack traces - [runtime] Add new mesh extensions:
createVerticesGrid()
,createIndicesGrid()
andcreateUVsGrid()
- [runtime] Add
mesh
field toFilter
, to allow rendering a texture managed by a filter with a more advanced layout of vertices, not only quads - [runtime] Improve entity macro to support
@content
meta: fields marked with this meta will setcontentDirty
totrue
(note: only visuals have that field, but you can create your own on customEntity
subclasses) - [runtime] Add
Utils.lerp()
- [runtime] Add assets variants concept, to allow loading the same source asset multiple times under different names, with different options
- [arcade] Ensure collision events won't explode if editing a group from a callback
- [ase] Premultiply alpha of resulting pixels by default: fixes alpha not displaying properly
- [ldtk] Fix compile error when targeting native
- [sprite] Sprite quad should inherit alpha by default
- [runtime] Accept width and height options when loading image from ase data
- [runtime] Support displaying an lcd-style grid when using
PixelArt
filter (see it in action: https://jeremyfa.itch.io/six-spaceships) - [unity] Find a workaround to make
Particles<T>
compile fine with C# target... - [runtime] Fix
Visual.destroy()
creating a dependency toscreen.focusedVisual
if object was destroyed under and autorun
Full Changelog: v1.2.0...v1.3.0