engineeditor
the performance update
new bongle update!
performance
- meshing, lighting, physics, visibility and the scene graph now run in wasm.
- meshing is about 2x faster, chunk loading about 3x, full light fills about 3.7x, and voxel raycasts 2 to 3x.
- light tiles replace the light volume, so lighting is only computed where it's needed.
- physics is faster too.
blocks
- candles (up to four per block) and lanterns, both can be lit and put out.
- torches and candles give off smoke, and flames rise from their tips.
- leaves fall from the underside of leaf blocks, and lava throws up drops.
- block emitters: any block can give off particles. cost scales with particles spawned, not with how many blocks have emitters.
editor
- the world editor works on touch, with per-tool buttons and a compact layout for small screens.
- an orientation widget with a compass, axes and cube.
- save, sign in and confirm dialogs match the editor's style.
characters
- characters lean from the waist, so the head moves with the torso.
touch and audio
- in games, a finger no longer counts as a mouse button, so games handle taps, holds and swipes themselves.
- touch controls can be restyled with css variables.
- one-shot sounds that would be inaudible are skipped, and at most 32 play at once.
for creators
- a few scripting apis changed, such as world position reads taking an out vector. see the docs if an older script stops building.
fixes
- character collision fixes against walls and ceilings.
- translucent blocks sort correctly when the camera is still.
- lighting: new chunks take in light from their neighbours, and darkening an area updates every affected cell.
- teleports snap to the new position instead of blending.