November 1, 2023
vchelaru
released this
02 Nov 12:28
·
1308 commits
to NetStandard
since this release
Biggest Changes
- FlatRedBall works on FNA - currently requires from-source setup (thanks to @Arcnor )
- Lots of work improving FNA and AOT compiling support ( thanks to @Arcnor and @mfigueirido )
- Gum now uses System.Drawing.Color and System.Numerics.Vector2/3 in Gum instead of XNA types. This makes Gum more portable to non-XNA platforms (MAUI, SDL, Unity, etc) (thanks to @Arcnor )
- Add source command to project is now supported in more project types (Android, iOS, and even XNA4)
- If Edit Mode is added to a game, variable changes are applied even if not in edit mode, enabling faster iteration
- Big improvements in Gum layouts when moving between run and edit mode
- Added bottom preview window for embedded animation editor including previewing shapes (thanks to @zdman2022 )
- When creating a new project, FRB will check for FlatRedBall and Gum repositories and offer to link new game to source if they are found
- Recent Files now shows the game's icon
- Layers can now be re-ordered in live edit
- New Platformer projects have a wall slide animation built in
- Glue control code is now only generated if edit mode is enabled, removing tons of bloat
- Added ability to create new projects from local templates instead of only templates online - useful for testing new platforms
- FRB Editor supports localization ( thanks to @Lucasharskamp )
Everything Else
- Lots of warnings fixed in the FRB Editor (Glue with All.sln)
- AnimationEditor binaries now checked in to repository so users don't have to build this on their own with VS2019
- Fixed Tiled map merging when the map is sorted on Y axis (tall maps) and the map uses animated tiles
- FRB UWP has been removed from the new project options
- Adding a new abstract screen (usually GameScreen) shows warning immediately rather than requiring FRB restart
- FRB Editor is now smarter about reporting duplicates in csproj files
- FlatRedBall Editor Wizard now checks for Gum presence before running, and gives a warning if it is missing
- Viewport changing due to render target layers is now reset back to previous viewport
- Popup windows now position correctly when display is not 100%
- Fixed some UI thread deadlocks in FRB Editor
- Fixed error where CameraControllingEntity can get
null
added to a list. - Fixed overflowing text in textbox that shows when setting an Entity to IVisible
- Objects defined by base now have a new icon
- Fixed bug causing custom slider min/max values to reset
- Fixed Live Edit crash when moving an object from one layer to another
- Pressing DEL now deletes a file from current files list
- Added right-click option on Collision Relationships node to add new collision relationship
- Added right-click option on Layer node
- Improvements in game going into edit mode to reduce the chances of lost commands
- GameScreen always shows Layer and Collision nodes since that's the most common place where these are added
- New icon shown in the loading window
- Added
*.user.*
to default gitignore - Missing csproj files are removed from recent files
- Added checkbox to call activity on List creation, which is checked or unchecked depending on whether the entity type is derived. This can reduce the chances of double-activity calls. This includes a display of the reason for the activity call.
- Fixed partitioning bug causing collisions to be excluded from checks incorrectly
- Added EditorVisuals.ColoredRectangle which can surround a Text object to improve readability of debug displays.
- Improved FRB Editor display on high DPI displays
- Improvements in detecting .NET SDK location
- Double-clicking .achx file now searches for AnimationEditor in default location (unzipped FRBDK) so setting windows file associations is not required.
- Lots of improvements to linking game to source
- Removed old menu items and replaced them with a single menu item which is enabled/disabled according to whether the project type supports linking to source
- FRB Editor can now find the running .exe if its name does not match the .gluj name
- Merging empty layers is now handled more gracefully
- Improved error reporting on TMX files when merging and textures do not match between the two layers