Releases: JujuAdams/Bulb
Releases · JujuAdams/Bulb
21.0.2
New Features
- Adds
.SetSprite()
and.AddSprite()
to dynamic and static occluders - Adds
.SetTilemap()
and.AddTilemap()
to static occluders - Adds
BULB_TRACE_EPSILON
for fine control of shadow behaviour when using self-lighting with sprites and tilemaps
Other Changes
BulbRendererWithGroups()
has been removed- Adds sprite/image/x/y parameters to
BulbShadowOverlay()
andBulbLightOverlay()
21.0.1 alpha
New Features
- Adds
.SetSprite()
and.AddSprite()
to dynamic and static occluders - Adds
.SetTilemap()
and.AddTilemap()
to static occluders
Other Changes
BulbRendererWithGroups()
has been removed- Adds sprite/image/x/y parameters to
BulbShadowOverlay()
andBulbLightOverlay()
21.0.0 alpha
New Features
- Adds
.SetSprite()
and.AddSprite()
to dynamic and static occluders - Adds
.SetTilemap()
and.AddTilemap()
to static occluders
Other Changes
BulbRendererWithGroups()
has been removed
20.3.0
New Features:
- Adds clipping surfaces to renderers. These can be used to selectively clip the lighting surface to mask out areas that should not be affected by lighting e.g. for vision cones
- Adds shadow overlays. These are applied after standard lights and shadows, but before lighting overlays and clipping
- Adds lighting overlays. These cast no shadows, are applied after shadow overlays but before clipping
- Adds directional light source (e.g. for sunlight)
Bug Fixes:
- Fixes soft shadowing on AMD GPUs and some laptop GPUs
- On-screen detection for sprites across the library is now more accurate
- Some minor optimisations
20.2.0
- Adds
.Destroy()
method to lights and occluders to ensure swift destruction rather than relying on GM's garbage collector - Fixes lights sometimes failing to render when scaling
- Fixes crash in group-based renderer when using hard lighting
- Fixes bm_max self-lighting blend mode
20.1.3
20.1.2
20.1.1
20.1.0
Adds group-based rendering via BulbRendererWithGroups()
.
20.0.0
Total rebuild of the library's API. Please read the new documentation for more information.