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September 13, 2023

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@vchelaru vchelaru released this 13 Sep 14:00
· 1534 commits to NetStandard since this release

Biggest Changes

  • Added new Profiling tab in FRB Editor
  • Added dedicated collision tab under profiling tab
  • Auto size partitioning now considers sprite animation shapes
  • Added checkbox in FRB Editor to automatically set collision from a sprite's animation
  • Added Sprite.SetCollisionFromAnimation to simplify updating ICollidable collisions from the current animation
  • Huge improvements to render target handling in FRB Editor including..
    • Sprites being able to reference a render target as their texture
    • Layers being able to reference render targets in FRB Editor UI (no longer requiring code)
  • Added new update button in the about page

Everything Else

  • Fixed possible crash due to render break reporting on screen transition
  • Added I2DInput.Position2D and Position3D
  • More EditorVisuals.Sprite overloads to simplify drawing sprites
  • IsEditingLocked now respects inheritance during live edit
  • Fixed AnalogStick as d pad repeat rate applying every frame
  • Fixed bug in IDamageable implementation applying the wrong damage
  • Setting nullable bool values in live edit no longer restarts the game
  • Better duplicate file error reporting in FRB Editor
  • Added codegen check for double-activity call
  • Added AudioManager.PlayAsync
  • Fixed bug where codegen wouldn't occur on add/delete screen
  • Variable reordering is faster now and properly sets icons
  • Fixed closing drag+drop dialog from collision relationships unintentionally creating relationship (thanks @treesgobark )
  • Added drag+drop entities from one list to another (thanks @treesgobark )
  • Improved stacked cloud collision physics on platformer
  • Added check when merging layers to see if textures differ
  • Derived objects now have lower weight in search box
  • Derived objects which are lists now have their own icon
  • Added ability to copy/paste states in Screens/Entities
  • Fixed cut-off text in Collision Relationship UI
  • Fixed numerous bugs in FRB Editor where assigning values was not persisting - specifically around setting a variable's custom displayer
  • Lots of comments clarifying how partitioning works in code
  • Fixed bug with SpriteManager.MoveLayerAboveLayer (thanks @treesgobark )
  • Added "ZeroInput" support in platformer input UI
  • Improved diagnostics when drag+dropping on list on another which cannot create a collision relationship
  • Setting Color Operation to default no longer restarts live edit (thanks @treesgobark)
  • Lots of information added to collision performance output
  • If an item has no name, its type is displayed in the render break output
  • RenderBreak output now combines multiple identical render breaks to reduce output size on apps with lots of render breaks
  • Fixed various crashes in the FRB Editor