Crystal Lighting Engine v2.3


Welcome to Crystal Lighting Engine v2.3!

This update primarily contains improvements.

[ADDED] LTS 2026 support.
[ADDED] .DrawSelf() to Crystal_Renderer(). Draw the final surface inside the input source surface defined when you called .Render() function.
This particular addition is important because it avoids the need to disable the "application_surface" with "application_surface_draw_enable(false)."
Simply calling renderer.DrawSelf() in the Post-Draw event is sufficient. The idea is to try to simplify the complexity of rendering with other systems.
This modification also ensures consistent drawing across all platforms, since it will essentially be drawing within the application_surface itself.
[ADDED] Debug UI: "Maximize Right" and "Maximize Left" to the UI tab.
[ADDED] Debug UI: The windows now maximize when you resize the game window, to avoid manually resizing every time.
[ADDED] crystal_debug_show() now allows you to set the position and size of the Debug UI.
[ADDED] crystal_debug_show() now allows you to make the UI persistent across rooms.
[FIXED] .AddMeshesFromSprite() from Crystal_Shadow() and .FromSpriteConvexHull() from Crystal_ShadowMesh() was calculating the shadow offset incorrectly.
[CHANGED] Debug UI: The UI had to be drawn in "Draw GUI End" now, instead of Post-Draw, because of the addition of .DrawSelf() to Crystal_Renderer().
Keeping the drawing in "Post-Draw" event would cause the UI to be hidden beneath the application_surface drawing, which is not what we want.
Ideally, we would have a "Post-Draw GUI", but this is what we have for now.

👀Please leave a review on Crystal's Itch.io page, it helps a lot, thank you kindly :)

Files

CrystalLightingEngine_v2.3.yymps 328 kB
43 days ago
CrystalLightingEngine_v2.3_Example.yyz 41 MB
43 days ago

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