Devlogs
Add wireframe and node UV offset features (commission)
Added two new features based on a commission from another developer (thank you PixelMetal). If you are interested in commissioning a feature, contact me via Twitter - @kindeyegame or the Construct Discord -Mikal#1464.
- Wireframe mode (object property and ACEs to enable/disable wireframe mode)
- The lines are twisted quads for better visibility from different directions and rotations.
- Line width can be changed, but typically only smaller values look good.
- Since each line is a quad, it can require more CPU performance.
- The line color can be changed by changing the object's color.
- UV offset per node
- This can be used for simple texture animations for tiled textures (e.g. water, lava).
- The offsets should be kept within -1 to 1 range (can be done by using modulo, e.g. uOffset % 1)
- The source texture should be in its own texture sheet, not in a sprite atlas, so it can 'wrap' properly.
The example project is from PixelMetal to show an example model with multiple textures and a time-based UV offset of the lava node to make it look like it is flowing.