Post-Processing FX v3.1
Post-Processing FX » Devlog
Post-Processing FX v3.1 Released!
Hey everyone! In this big update, it's more focused on bug fixes and quality of life. Now several effects when they have intensity 0, they are completely disabled, which is a huge improvement in performance management in your game.
[ADDED] .DisableAllEffects() method for PPFX_System(), which allows you to disable all effects at once [ADDED] "Disable All Effects" button for "Full Test" example [ADDED] Debug levels for debug messages! See the settings file from Post-Processing FX folder. The default now only shows errors and warnings [ADDED] Missing trace debug message from Layer Renderer when created [ADDED] New feature for the Slow Motion effect: It is now possible to reach only lights with a threshold [ADDED] PP_SLOW_MOTION_FORCE and PP_SLOW_MOTION_DEBUG parameters to Slow Motion effect [ADDED] New blue noise sprite texture [FIXED] Optimized Base, Color Grading and Final stacks [FIXED] Memory Leak from Sunshafts example [FIXED] VHS effect now reacts to global system intensity [FIXED] PPFX_LayerRenderer's .SetRenderEnable() method wasn't toggling if a boolean is specified [FIXED] PPFX_LayerRenderer's .IsRenderEnabled() method was returning a variable that doesn't exist, causing an error [FIXED] Profile.Stringify() now returns make_color_rgb() instead of decimal color code only [FIXED] PPFX_ShockwaveRenderer(), when destroyed, now stops rendering [FIXED] PPFX_DisplacemapRenderer(), when destroyed, now stops rendering [FIXED] Chromatic Aberration is now automatically disabled if intensity is 0 [FIXED] Chromatic Aberration performance increased on CPU-side [FIXED] Kawase Blur is now automatically disabled if amount is 0 [FIXED] Kawase Blur performance increased on CPU-side [FIXED] Gaussian Blur is now automatically disabled if amount is 0 [FIXED] Gaussian Blur performance increased on CPU-side [FIXED] Sunshafts is now automatically disabled if intensity or scattering is 0 [FIXED] Sunshafts performance increased on CPU-side [FIXED] FXAA is now automatically disabled if radius is 0 [FIXED] Bloom is now automatically disabled if intensity is 0 [FIXED] Bloom performance increased on CPU-side [FIXED] Radial Blur is now automatically disabled if radius is 0 [FIXED] Motion Blur is now automatically disabled if radius is 0 [FIXED] Depth of Field is now automatically disabled if radius is 0 [FIXED] Depth of Field performance increased on CPU-side [FIXED] Improved example's resolution manager [FIXED] Motion Blur example. Player does not disappear if system is disabled [FIXED] Some JSDocs for Feather [FIXED] Small fixes in internal code [CHANGED] Slow Motion is now rendered before Depth Of Field, as with the new feature it feels weird to be on top [REMOVED] Unused macros and functions from ond blit system from PPFX
Thanks for listening. Have fun! :D
Please rate the asset and write a comment, this helps a lot! Thank you so much ^^
Files
PostProcessingFX_v3.1.yymps 2.3 MB
Apr 28, 2023
PostProcessingFX_v3.1.yyz 41 MB
Apr 28, 2023
Get Post-Processing FX
Buy Now$49.00 USD or more
Post-Processing FX
✅High Performance AAA visual effects for GameMaker
More posts
- Post-Processing FX v4.0.3Sep 26, 2023
- License updateSep 03, 2023
- Post-Processing FX v4.0.2Aug 29, 2023
- Post-Processing FX v4.0.1Aug 23, 2023
- Post-Processing FX v4.0Aug 21, 2023
- Post-Processing FX v4.0 (BETA!)Aug 14, 2023
- Post-Processing FX v3.1.1May 04, 2023
- Post-Processing FX v3.0Apr 22, 2023
- Post-Processing FX v2.3Dec 28, 2022
Leave a comment
Log in with itch.io to leave a comment.