Updates!**(summary since previous post)****Console Screen** (

wiki)

**v2.4.1**- Can stream numbers using the new Number type.

- Can now get cell location of a given co-ordinate

- Can get (transformed) co-ordinate of a cell location.

- New 8-bit RGB palette

- Can now set the cell value used for 'clearing' a cell; it is no longer required to be zero.

- Can now customise the multiplier used for darkening a cell's colour when using Dark attribute (Bright has been swapped for Dark).

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more info.)

**Tile Map** (

wiki)

**v2.0.1**- Now fully templated.

- Connect the level when needed rather than having to pass it with every update.

- Level width is now also stored and can be changed separately.

**Elastic Sprite** (

wiki)

**v1.2**- Fixed perspective interpolation when used with larger texture or offset

- Perspective interpolation can now be used with colours

**Spline** (

wiki)

**v1.5****Multiple corner types**These are applied at every point (except start and end points) including interpolated ones.

They allow corners to take a form that is different from the original 'point' corner.

The corner types available are:

*Point*The original type. This extends the edges until they meet. This has no limit.

*PointLimit*Similar to Point. This extends the edges until they meet. However, if the length of this point is greater than the maximum allowed length (customisable), this point is 'pulled inwards' until it reaches that length.

*PointClip*Also similar to Point. This extends the edges until they meet. However, if the length of this point is greater than the maximum allowed length, this corner is converted into a bevel-style corner (see below).

*Bevel*This does not extend the edges until they meet. The two corners of the rectangles - that make up the two joining thick straight lines - are joined together.

*Round*This also does not extend the edges until they meet. This is similar to Bevel except the the corners are joined together using a circular curve. The interpolation level of round corners can also be customised; a level of zero is visually equivalent to a bevel corner.

**Multiple cap types**Caps are how the start and end of the Spline are drawn.

Each cap (start and end) can be customised separately.

Available cap types:

*None*This adds nothing to the spline. It therefore appears as a flat edge that passes across the vertex.

*Extended*This extends the flat edge so that it is half of the thickness of the Spline away from the vertex. This leaves half thickness around the vertex.

*Round*This adds a semicircle to the flat edge. The centre of the semicircle is the vertex. Its radius is half of the thickness. It reaches the same distance as the Extended type. This leave half thickness around the vertex.

The interpolation level of round corners can be customised; a level of zero is visually equivalent to "None" and a level of one is a "triangle" cap.

**Random normal offsets**Each point (including all interpolated points) can be offset along its normal by a random amount. The range of this random distance can be customised. Each vertex also has this range so it is interpolated and multiplied in a similar way to the thickness and vertex thicknesses. The offset, however, is centred on the original Spline path. This allows 'lightning' style effects.

**Optimisation**The updates have been optimised, allowing only the visual representation to be updated if the Spline itself hasn't moved or interpolation settings haven't changed. Basically, as long as it doesn't need to calculate the points or interpolation points, just the visual representation can be updated separately.

Note that the corner and cap types only apply to a thick Spline whereas the random normal offsets apply to both a thick and a thin Spline.

Simple Example 3b (thick with rounded corners and caps):

Simple Example 4b (thick with rounded corners and caps):

Simple Example 1b (random normal offsets - lightning):

**General**Numerous fixes that include compiler errors or other bugs.