Crystal Lighting Engine 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!

Files

CrystalLightingEngine_v1.2.yymps 416 kB
5 days ago
CrystalLightingEngine_v1.2_Example.yyz 41 MB
5 days ago

Get Crystal - 2D Lighting Engine

Buy Now$59.00 USD or more

Leave a comment

Log in with itch.io to leave a comment.