September 13, 2023
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