Beta versions are not as thoroughly tested as stable
New built-in functions; raycasting; visual timelines + more!
Don't miss out on the latest and greatest new features in Construct 3
We have a huge update for you today! There are three major new features:
• A new built-in functions feature. This is a completely redesigned functions feature for the event sheet, with a much better workflow. See the video above for an overview! We'll be making a blog post soon too with some more details.
• Support for Raycasting in the Line of Sight behavior. This means if line of sight is not visible (so something is blocking the view), you can now obtain the exact position where line of sight is blocked. There's also a 'Cast ray' action to make it easier to use, and it also returns the angle of both the surface normal and reflection.
• You can now visually edit position timelines as paths directly in the Layout View! We're also working on adding support for bezier curves in these paths, which hopefully will come in another release soon. The timeline feature is now also enabled by default! Previously you had to enable the experimental features setting; it's now available to everyone.
There's a range of other additions and improvements detailed in the changelog below, notably a new Android target API level, support for WebGL 2 on all Android devices (at last), improvements to unicode support and autocomplete in expressions, and optimisations for general event performance in the C3 runtime. As usual there's a batch of bug fixes too.
We're excited about all these updates, but please be aware with big changes comes an increased risk of new issues accidentally being introduced. Please backup any important projects and test carefully, and as usual let us know about any problems by filing bugs following all the guidelines.
Let us know with a thumbs up!
The built-in functions update is fantastic.
Named parameters and listed as actions. Sweeeet!!
The new built-in function is some great news. I'm currently working on a complete dialogue editor tool and I use functions a lot. Especially I was embarrased when thinking they would be messed in own users project functions. That's settle now.
The Mali GPU bug returns in Remote Preview :( but randomly, and in remote preview only.
Hey, great feature BUT I am unable to have the same logic as before - for example I can't have an expression like Function.Param(loopindex). Also I don't have compare parameter as an expression. Are these feature going to be in?
Also I am eager to re-write my code. Will C3 have some magic automatic refactoring for functions or we'll have to do it manually?
Is it possible that the new Functions feature doesn't work when you put that function inside a group?
The only issue I see with the new function block, is that it now behaves more like a traditional function :)
What I mean is that I have used the old function plugin sometimes as more of an event system. So I may have more than one function with the same name. I would then call a function/event and have different logic executed on different event sheets for the same function call.
For example I may have a function called "Player Hit" and have it in 2 event sheets, one called play manager and the other called sound manager. In one event sheet it could reduce the players' life count and in the sound manager it would play an explosion.
For me I found it more convenient to organize my event sheets like this to isolate logic like this, but have multiple things have happen on the same function/event.
I originally wrote my own event plugin, which worked well, but then I found it basically duplicated what the current function plugin does, making use of triggers.
I think in this case you ought to be using different function calls. Otherwise you can't know what a "call function" action does only by looking at it.
After upgrading to version 143, saved projects do not appear!
All projects are lost !!
Everything appears after a rollback to the previous version!
Failed to refresh file list
Please report any issues to the bug tracker, where you will also find that this is a known issue and is already fixed for the next release.