This release adds support for expand/collapse animations in the Event Sheet View (providing the browser supports it and UI animations is enabled in settings). This is just a bit of polish that helps visualise what's changing when you expand or collapse a group or a set of sub-events. Other refinements in this release include further adjustments to ensure good performance in the light/dark editor themes, a fix for a long-standing issue handling behavior triggers, and adding control over the exact Android version code on export. As ever there's a batch of other bug fixes too.
There's also a new Framerate mode property in the Advanced section of Project Properties. Normally Construct ticks the engine and draws a frame every time the display refreshes (i.e. V-synced rendering). There are now two new possible modes:
• Unlimited (ticks only): ticks the engine as fast as possible, but still only draws a frame every time the display refreshes. This helps with measuring CPU performance, such as seeing fast your events can run.
• Unlimited (full frames), which both ticks the engine and draws a frame as fast as possible (although new frames will still only visually appear when the display refreshes). This helps with measuring the performance of the full engine, doing everything it would normally do every frame but as fast as possible.
Both modes are useful for performance testing, and also testing your game is correctly designed to handle delta-time and framerate independence, since it forces a different framerate.
These modes normally drive the system resources to their maximum, and will cause maximum battery drain on mobile devices, so you should only use these for testing and not publish your game with them. (Accordingly a warning will be shown if you try to export with these settings.) However they should be interesting extra options for testing purposes.