Version 0.5 Released
- renamed plugin to mv3d.js
- fix light per mesh limit
- Diagonal Movement
- Support QMovement
- Support Altimit Movement
- separated lamp height & offset from flashlight
- Increase priority for shadow pen on slope direction
- Made automatic slope direction more reliable
- Changed how wall textures are affected by adjacent slope
- Configure regions in map note
- Configure tileset in map note
- Configure individual actors
- shadow, error, and bushAlpha textures are set in parameters so they don’t get excluded during deployment.
- Changed how input is handled.
- WASD controls now optional.
- Events without a graphic can be triggered from any height.
- Added option to make all events triggerable from any height.
- fixed shake screen not working outside map scene
- Added mv3d configure plugin command
As you’ll notice by the first change on this list, I’ve renamed the plugin from mv3d-babylon.js to mv3d.js. The three.js version has been gone for a while, so I didn’t feel like keeping babylon in the name was necessary.
This does mean that you’ll have to re-enter your plugin parameters, but if you don’t want to do that I’ve made it so the plugin should still work if you rename it to mv3d-babylon.js.
I’ve made it so lightsources build inclusion lists so they only affect meshes that are close enough to be lit. This will allow you to have more light sources on the map, but the amount you can have per cell is still limited. Just make sure you don’t have too many light sources clustered too close together and you shouldn’t have a problem.
I’ve added built-in support for diagonal movement. This makes moving around with non-cardinal camera angles feel more natural. I might also add built-in support for 8-directional sprites in the future.
In combination with either QMovement or Altimit Movement, omnidirectional movement is now possible.
You can now configure actors in the actor note, and you can configure regions and tiles in the map note by using <mv3d-regions> and <mv3d-tiles>.
The new configure plugn command lets you change a character’s configuration. For example:
mv3d @p configure scale(2)
As usual the update can be downloaded on Github https://github.com/Dread-chan/MV3D