Enjoy new features and a happy New Year! π
(Note: I will not make predictions for next year this time. Because I am hard at work making new Castle Game Engine release, planned for the Christmas that happened last week! π )
New stuff:
-
New property
TCastleAbstractRootNode.BlendingSort
, which you will usually use asMyViewport.Items.BlendingSort
, allows to control the blending sorting when multiple scenes may have partially transparent objects.The full documentation how to set up blending correctly is here.
It also supports now new options for sorting 3D objects:
bs3DGround
,bs3DOrigin
. They may be useful in controlling the order better. For blending to work correctly, the engine must be able to decide whatTCastleTransform
in the front correctly. -
You can now control the
TCastleSoundSource
playing of its main sound usingTCastleSoundSource.SoundPlaying
property.It is documented in manual about sound.
It is also used by the sample footsteps component, shown in new documentation about behaviors. It is, in turn, used by my “Lynch” game demo — it proved to be very useful.
-
New property
TCastleUserInterface.TooltipControl
allows to control how does the tooltip look (and work).It is used by new new view3dscene versions with slicker buttons π
Credits: level with trees from CGE #427 by Freedomax, Bronze figurine of Cthulhu from Sketchfab by Jedi2583.
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