great update!
Though the asset browser just states "No connection, can't download source". Will report properly if it persists
I love to see work on the rendering side of c3, fingers crossed for more of that this beta cycle.
It is limited to only one by design, the intended solution is to add the behavior multiple times to the same tilemap to achieve this.
This has the advantage of having the right amount of properties depending on how many tiles you want to animate, so you can easily set it up without needing events. You can also rename the behaviors to make it clearer which tile the given behavior is animating.
I have made an addon that is very similar and supports sdkv2, it is not a direct port though.
construct.net/en/make-games/addons/1444/circular-progress
oh awesome, so we just do:
struct ShaderParams {
myParam : f16orf32
};
Thanks!
Is there a way we can support f16 in 3rd party shaders, I didn't find a preprocessor macro?
I guess it's difficult because it would also need to be f16 when creating the uniform struct.
If I understand EXT_conservative_depth correctly this would work better if we had a front to back Draw order option (like distance but reversed)
Lovely update!
I would be interested to have some more info about the EXT_conservative_depth. What it does and also in regards to 3rd party shaders and direct-3d-rendering.
the actual render resolution, so I assume your project is set to fullscreen quality high (which means it's not actually 640x360) not low.
I think I know why it didn't prompt to auto update, I changed the version numbering from 2.2 to 2.3.0.0 (which is the common version numbers used in c3).
I will refrain from doing that for the other ports
I'm glad it's useful, let me know if I introduced any bugs while porting.
That's weird, I would have expected it would prompt users to update automatically. Not sure if that is a bug or not, it may be worth it to investigate further and report it to Scirra.
I am planning to port all of the DATA+ addons, but it is not a priority for me rn, so it may take a bit.
Really late reply, originally this was just a port of a c2 shader from user Somebody. But now I have rewritten the shader with a fixes for both of these issues.
Great update, digging the scripting and sdk additions!
After reading poeditor update I got excited about an improved script editor (monaco)... but I guess it didn't make it into the update yet?!
Hey, I have ported the behavior to sdk2 now!
Member since 6 Jul, 2017