We have an extensive documentation how blending (partial-transparency) works. While the engine tries its best, it’s not always possible to make blending automatically “just work”. This documentation should help you understand what and why you can tweak.
Moreover, Andrzej submitted a big PR that introduces a huge upgrade to handling sprite sheets in CGE. It is under review now (i.e., waiting for Michalis 🙂 ), stay tuned!
We have renamed mouse button names/types to
TCastleMouseButton. This way they do not conflict with LCL. The old names
mbXxxstill remain, but are now deprecated, and we will be able to remove them in later CGE (7.2?). Thanks to Eugene Loza!
It is better than the now-deprecated
TCastle2DScene. Dealing with
TCastle2DScenewas sometimes uncomfortable: when you wanted to derive descendants and mix 2D and 3D models in your game. And existence of
TCastle2DScenewas not really justified: in the end, it is a completely trivial variant of TCastleScene, the
"RenderOptions.BlendingSort := bs2D"(really, that’s it! nothing more needed for 2D scene).
I added an example of using CastleXMLUtils unit in examples/short_api_samples/xml_utils/.
( It’s not always the fault of the branch/PR author, so don’t worry — I’m diagnosing all fails and will let you know if this is something you need to take care in your PR. )