Releases: vchelaru/FlatRedBall
Releases · vchelaru/FlatRedBall
November 9 2023
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
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
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
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
- 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