P3D version 1.1 available for download
Hello clickers,
I'm bringing up this thread to announce P3D version 1.1 is now available,
if you already purchased version 1.0, you can download the new version by logging to your clickstore account,
you will also find (brief & quick) updating instructions inside the package.
The user manual has also been revised with new features,
and some sections have been expanded basing on your suggestions.
Thank you for your very valuable feedback,
many of the bugfixes have been applied following your suggestions and bug-reports!
I'll also make a short clip showing the new features soon.
Then, finally, some quick tutorial video on basics X)
Meanwhile, here is the changelog:
new features:
++ dynamic light sources: added "glow" qualifier for static sprites / physical can be used with any "static sprite" (group.foreground) and any "physical object" to create a dynamic light source lighting the surroundings
++ dynamic world lighting: allows for every "world" element (3D objects, static & movable sprites and background layer) to be lit up or down in realtime, allowing for global effects like day/night cycles etc.
++ enhanced 3D collisions now more solid and extended to all physical objects ("enemies" included)
++ added texture bleeding option ("X" in the multi_options string) gets rid of (most) gaps between flat 3D objects, by growing the texture of 1 pixel per side
improvements:
+ synced more preset animations for preset movements: now also falling and running animations (beside walking, jumping, appearing, disappearing)
+ added behind-collision against sloped planes: now you stop (and not jump over!) when hitting a sloped plane from the wrong direction
+ quicker depth sorting calculations, improved expressions with same (or slightly better) results,
+ improved hide overlap feature for cameras, particularly for isometric camera (hides polygons between camera and player with much more precision)
+ background layer horizon position on X rotations (when Y rotations are disabled) allows for full X rotations of viewpoint without losing horizon connection
+ improved gravity code responsiveness for all physical objects
+ improved deceleration code for all preset movements, now you can tweak them in a much more responsive way
bugfixes:
- fixed double_faced parameter "invert" function for 3D objects (was broken for top/bottom faces)
- fixed static sprites shadows going out of sync with offscreen parents
- animations getting "stuck" fixed for preset movements
- fixed "sliding in depth" issue in 8 directional movement, while walking straight against obstacles, when camera is at perpendicular 90° angles