- The errors can now be displayed without having to open the developer console
- They are also visible to the AI agent which can react to it in the case it's an error coming from an extension being edited by the AI.
- Ensure you use "Fitted to camera view" in your directional settings to benefit from this. This is the new default.
- Shadows are no longer rendered by chunks when they are far from the camera (they are smoothly stopping)
- The upgraded rendering allows to specify the maximum distance of the shadow from the camera. In the very vast majority of cases, this allows shadows to be rendered further than before with a quality as good if not better.
- Point lights and spot lights now uses a realistic decay. It's not possible to find the exact same result as before, but you can tweak the intensity and the decay properties. Hemisphere lights, directional lights and ambient lights still work the same as before.
- The 3D particle emitter must be updated to the last version to handle the new 3D renderer world scale property.
- Ensure any 3D extension you use is also updated to the latest version.
- The warning about a custom object with no child in it ("it renders
nothing") fired on ParticleEmitter3D, Light3D or Text3D objects, which
are drawn by the JavaScript code of their extension (with Three.js) and
legitimately have no child. Skip it when the code replaced the renderer
of the object, or added something to draw (a mesh, a sprite, a
graphics...) in the stock renderer's container.
- The game-side wall-clock watchdog did not exclude the time the page
spent hidden (frozen by the browser), unlike the guards of the stepping
loop: a test run in a background tab or a covered window was reported as
a plain "timeout" instead of being given up on as paused by the editor.
Exclude it, and tell about that time in the timeout message.
- Reject a non-string object name with a clear error instead of asking
the scene for "[object Object]" (which registered a phantom object list
and silently found nothing), the mistake `lookTowardWithMouseDelta`
invites when the target is passed first.
- This pathfinding works in 2D and 3D is more flexible than the "grid-based" existing pathfinding.
- For 3D models, you can optionally choose, like for 3D physics, to follow the exact mesh of the 3D model for pathfinding - allowing characters and objects to move on or around the 3D model naturally.
- It handles "crowds" of characters, which can all go to a destination avoiding each others.