It's the start of a new beta release cycle, and we have a big update for you today! The main new feature is the ability to use nested timelines. The Timeline Bar now supports adding an existing timeline at a position in another timeline. Nested timelines can also include further nested timelines, so it is quite easy to create complex structures. This is particularly useful for things like chaining timelines together - previously you would have to set up events or use keyframe tags, which could be cumbersome. While in the editor, a nested timeline becomes part of the main one, so the preview works as if it was a single timeline. At runtime everything continues working as before, so no changes there if you don't need to use this feature. This has been quite a long time in the making and we hope you find this useful!
Other key changes include:
• Cloud Save with Google Drive now shows shared folders that you have write access to. This should be useful for conveniently sharing your work with others.
• Physics now defaults to framerate independent. This is to ensure it works at the same speed on devices with different display refresh rates. However it also means it can be non-deterministic due to variations in frame times, which means physics can work slightly differently each time even with the exact same inputs. You can always opt back in to framerate-dependent mode with the 'Set stepping mode' action, but this will then cause physics to work at different speeds depending on the device. It's probably best to use framerate independent mode, and adjust your project to be more reliable if necessary.
• Worker mode has a new default mode Auto, which means Construct decides whether to turn it on. Currently this means it is turned off if you use any scripting at all in your project, otherwise it's turned on. This is intended to make sure beginners using scripting don't run in to unexpected problems due to the code running in a Web Worker. You can still force it enabled or disabled by changing the Use worker property to Yes or No.
• Note a potentially breaking change in how timelines handle absolute result modes.
There's even more in the full changelog below, including the new ability to access sprite collision polygon points, physics contact points, and more, and as ever a batch of bug fixes. Happy testing!