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What's New in r117.2
Release r117.2 was published on 13 Sep, 2018
Update 2:40pm BST: Earlier we released r117 but due to a website issue it didn't work. We're republishing the same release as r117.2.
We have another release for you this week! This release introduces a new memory management feature for the C3 runtime. This provides new System actions allowing you to control which objects - or entire layouts - are loaded and unloaded from memory. For small or medium sized games, Construct's default layout-by-layout memory management should suffice. However some large games need more careful control of memory. Now you can do things like unload objects that you know won't be used any more on this layout, pre-load objects you know will be created soon, or create genuine loading screens for a large layout. Memory management should be used with care - if you handle it incorrectly you could seriously increase the memory use of your game. For example preloading a large layout while already on a large layout could spike memory usage higher than it would have ever been on either layout alone (in this case moving to a loading screen on a different layout where you preload the next layout is a better idea). Additionally since images can only be loaded and unloaded per spritesheet, unloading an object does not guarantee any memory will be freed - all objects on the spritesheet must be unloaded before the texture is released.
The Use worker mode for the C3 runtime has now also been hidden by default and will only appear if you turn on "Enable experimental features" in Settings. We think the C3 runtime is nearly ready for wider release, but worker mode needs a bit longer for Chrome to fix some outstanding issues specific to that mode. We're still keen to enable it by default in future since it brings some valuable performance improvements, and it should be back enabled by default in the near future.
Other than that, there's a new Falling shapes template, which will probably remind you of a well-known gameplay mechanic. There's also a batch of bug fixes as we clean up some loose ends towards a stable release (hopefully in the next couple of weeks). Stay tuned for more updates!