PTR Changelog 2017-09-14: WebGL renderer (WIP)
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@w4rl0ck even with all the fun bits turned on I'm not seeing that much of a performance difference and my battery life is amazing compared to what it previously used to be while running screeps.
I also just want to say that this looks amazing. The increased contrast makes it much more visible in high glare areas.
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AHHHH THIS LOOKS AWESOME!
I really like the opacity effects on the spawns. Could we get different colored lights from the minerals?
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I have noticed a few bugs... not sure what might be a bug or what is not implemented, yet
- In my own room I don't see sources and minerals.. I can see the effect when the sources are harvested
- I can't see construction sites ( I see the render count go up when I place some )
- Flags only have one color...
- Can't see creeps say
- If I set a flag in an empty room the controller disappears (even if I deselect "Show Flags") ... if I add a second flag the source disappear... if I add the third flag the mineral disappears
no flag: https://imgur.com/ThHl4q3
one flag: https://imgur.com/9fPYSpQ
two flags: https://imgur.com/5zji1Ru
three flags: https://imgur.com/Rem6Sy5
looks like every flag I set removes something
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@w4rl0ck Nice catch with flags! It's fixed, page hard reload is needed.
Creep.say
is not implemented yet.
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[BUG]: after some time (> ~5 minutes) out of Screeps tab the renderer hangs with static background image and some creeps stayed inside walls and other intermediate positions (Ubuntu, Google Chrome):
Screenshots:
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Text is particularly blurry (room.visual.text) at certain zoom levels that were otherwise readable in the old renderer. Unsure if the new lighting is a factor or not, I don't recall text readability issues previously.
Overall runs great. Would really like a checkbox to turn off lighting effects.
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This post is deleted!