Posted December 10, 2024 by Foxy Of Jungle
#v1.2
Welcome to the important v1.2 update!
This release brings important improvements to the quality of the Crystal Lighting Engine. Check out the Release Notes for more information:
Release Notes:
[ADDED] Sprite names in Material preview UI inspector. [ADDED] In the Debug UI, "Apply" and "Remove" buttons have been added to the Material inspector, making it possible to see sprite modifications. [ADDED] Tips to the "Color" UI item. [ADDED] Preview in UI of pixel color if detecting pixel collision. [ADDED] image_index and image_speed to the Sprite Light and Basic Light UI Inspector. [FIXED] Sprite Lights disappeared when having negative scale due to culling. [FIXED] Crystal_MaterialLayer() was giving an error about missing the "emissiveIntensity" variable. [FIXED] .SetHDREnable() from Crystal_Renderer() was not accessing the material list correctly. [FIXED] Small fix in Crystal_NormalsInverter(). [FIXED] Typo: "defferred_alpha_end()" is now "deferred_alpha_end()". [FIXED] Crystal_MaterialLayer() now checks if you have added any layers before trying to .Apply(), avoiding errors. [FIXED] Crystal_MaterialLayer()'s .AddLayers() error checking method improved.
Thanks for listening!