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Releases: vchelaru/FlatRedBall

November 9 2023

09 Nov 12:57
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Biggest Changes

  • FNA project (experimental) is now available in the new project creation
  • Big improvements in parallax with zooming cameras

Everything Else

  • Fixed Gum Sprites not showing their correct texture coordinates when using AnimationChains
  • Fixed CameraControllingEntity showing area outside of Map bounds when zooming
  • Fixed Lerp on the Y axis bug in CameraControllingEntity
  • Fixed bug where locked objects could be selected in edit mode with a rectangle selection
  • AnimationEditor now has an Add Circle option in the Add dropdown menu
  • More XML documentation in engine
  • Removed unused IncludeIIVisible property on FRB Objects

Full Changelog: November_1_2023...November_9_2023

November 1, 2023

02 Nov 12:28
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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

September 17, 2023

17 Sep 22:47
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Biggest Changes

  • Fix compile errors on Android/iOS/.NET 4.7 projects due to missing effect manager.
  • Added right-click option for adding derived entity on entity
  • FlatRedBall.Forms DialogBox now can skip printing with a B press
  • Added icon to indicate whether game is connected to FRB Editor

Everything Else

  • Removed confusing popup about X/Y/Z variables when deriving from a base entity which does not have X/Y/Z
  • Improved handling of Byte type with sliders and in edit mode
  • Added support to run project in edit mode even if the .exe is renamed in
  • Gum fonts now rebuild on project load
  • Fix renaming shape in ShapeCollection
  • FlatRedBall Editor can now handle Game classes other than Game1.cs
  • Build in FlatRedBall Editor can now be release
  • Crash fix on F12

September 13, 2023

13 Sep 14:00
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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

August 19, 2023

19 Aug 13:01
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  • Improved live edit functionality handling creation of new entity types, list removal, list destruction, resetting states back to default, and the shfit-to-origin bug when drag+moving an object.
  • Improved handling of UWP projects
  • Improved handling of failures to create project and reporting them before the wizard runs
  • Added ShapeCollection.ForceUpdateDependencies
  • Removed folder and VS icons when project is unloaded
  • Deleting an object in base screen is now more performant
  • New effects manager and rendering allowing color operations on tiled and gum
  • Live Edit no longer selects objects under Forms UI
  • .Forms DialogBox is now more flexible for auto-advance of text
  • Added ItemsControl.ItemsCollectionChanged
  • Added ScrollViewer.ScrollToBottom

August 4, 2023

04 Aug 20:10
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