Version 0.14.0
Effects play the way they were authored, an effect can be taken off an object, and two new editor shortcuts
Effects
- An effect emits in the direction its own object points, and stepping back on the timeline draws what playback drew. Before, the jet was fixed in world space, so the same frame could show a curved trail during playback and a straight one after a step back
- An emitter shape other than
Point(Circle,Line,Cone,Torus) rotates with its object. Before, it stayed aligned to the world, so a rotated effect spawned along axes unrelated to it - An effect keeps simulating while it is off screen, so particles meant to fly into the frame exist before they arrive. Before, an emitter outside the camera spawned nothing, which is why an effect could look right in the editor and be missing in the game. The cost is GPU time for effects that are off screen
- A break for existing levels. An effect's linear force is now an acceleration per second, the way the format always described it. Before, it acted about 50 times stronger at the effect rate of 50 Hz. A level that sets it (
lfrc) needs re-tuning: one particle with force(1, 0)now travels 0.51 units in 1 s, against 25.5 before
Editor
Ctrl+Shift+A(Deselect All) drops every selection at once: objects, keyframes, audio and beat.Ctrl+Shift+E(Exit Prefab Mode) leaves every open Prefab Mode session. Both rebind like any other shortcut- The effect picker offers
Nothing, so an effect can be taken off an object. Before, once an effect was set, the picker could not clear it - Opening another level from inside the editor rebuilds the object list, and Prefab Mode closes together with the level it was opened in
- A double click on a timeline clip near the edge of the view no longer drags the object one lane up. Before, the edge scroll started on the press, so the view moved under a pointer that stood still and the move turned into a layer change
- The launch argument
--autosave on|offturns the editor's autosave on or off for one launch without changing the setting