New this build: the Function object 'Call function' action now lists existing functions in the project, new experimental support for Google Play in PhoneGap/Crosswalk, better support for seamless exported spritesheets, and support for orientation lock in Chrome for Android!
When using the 'Call function' action, you now get a drop-down list of existing functions in the project based on your 'On function' events:
You can still type a name that isn't used if you are yet to add the 'On function' event, so it doesn't block your workflow. However in large projects making extensive use of functions it should make it quicker to add function calls and less prone to typos since you don't have to remember the exact function names any more.
Google Play on PhoneGap/Crosswalk
There is now experimental support for Google Play Game Services to work on PhoneGap and Crosswalk. You'll need to fill out the new Client secret property in the Google Play object from the developer console, and in the API console add http://localhost as one of the 'Redirect URIs'. Also it appears On auto-sign in failed never triggers in this mode, so you will always need to provide a 'Sign in' button. On Crosswalk you'll also need to enable the 'In-app browser' plugin from the XDK. However it does at last provide a way to use Google Play Game Services from a native app. Thanks to cranberrygame for help in coming up with the workarounds.
Seamless spritesheet padding
When building spritesheets on export, Construct 2 has typically inserted a 1px transparent border around each image. This avoids color from an adjacent image on the spritesheet "bleeding" in and causing a fringe of a different color to appear down the edge. However this actually caused a different problem: in preview mode images work in a "clamp-to-edge" mode, meaning they show the last pixel's color right up to the very edge of the image. (Visually this looks like "hard" edges.) After export, since the edge of the image is now against transparency, it then means the last pixel's color actually blends with transparency up to the edge. (Visually this looks like "soft" edges.) In short, this means in some cases seams can appear between adjacent objects after export, because the edges are now blending with transparency at the edges, allowing some of the background to show through in between.
To resolve this Construct 2 now repeats the outside row of pixels from the image instead of inserting transparency around frames. This ensures that after export images blend at their edges the same way they do in preview mode, and helping prevent seams appearing. If 'Downscaling' is set to 'High quality' images are (as usual) padded out to power-of-two sizes for correct rendering with mipmaps, and now C2 also fills the entire padded area with the last row of pixels. This might look a little odd on your spritesheets, but it guarantees seamless rendering even with extreme downscaling.