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Topics - unikronsoftware

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61
Releases / 2D Toolkit 1.92 final + patch 1
« on: March 27, 2013, 07:57:02 pm »
As with all upgrades, exercise caution when upgrading. Make sure you have a back up!

This is the last in the 1.x family.
The next update will be 2.0.

HOTFIX FOR MULTI-ATLAS BUILD PROBLEM IN UNITY 4.1

Features:
- Full undo/redo support & multi-edit support in all scene instances
- Runtime TexturePacker import
    o tk2dSpriteCollectionData.CreateFromTexturePacker, non-XML/JSON simple format, can be written so it doesn't allocate any memory
    o TexturePacker 2D Toolkit exporter is in "tk2d/Goodies/TexturePacker"
    o Sliced/clipped/tiled sprites now supported
- Clipped sprite - a hard clipped sprite implementation, now part of the distribution (based of Clipped Sprite Sample)
- Tiled sprite - tiles the same sprite multiple times to fill given dimensions
- Use color32 instead of color, should require a lot less memory
- Sliced sprite "Draw Border Only" mode, just draws the sliced border only omitting the filled middle.
- Sliced / Clipped / Tiled sprite have a "Create box collider" option which creates a tight fitting box collider, regardless of sprite collection setting.
- Demo scene #13, runtime sprite collection & texture packer import
- tk2dRuntime.SpriteCollectionSize is now tk2dSpriteCollectionSize. The old class is still there for reference, and still works, but namespaces don't work properly when in the Plugins folder.


Bugfixes and improvements:
- tk2dCamera doesn't update matrix unless it has changed.
- Added a (disabled by default) hack for Unity 4.x building with platform specific sprite collections.
- Upgraded meta files for the whole project. Upgrading should (hopefully) crash a lot less often, as Unity isn't trying to upgrade while importing. Also, you can now deselect folders in the Import Package dialog box.


62
Releases / 2D Toolkit 1.92 final
« on: March 26, 2013, 12:45:22 am »
As with all upgrades, exercise caution when upgrading. Make sure you have a back up!

This is the last in the 1.x family.
The next update will be 2.0.

Features:
- Full undo/redo support & multi-edit support in all scene instances
- Runtime TexturePacker import
    o tk2dSpriteCollectionData.CreateFromTexturePacker, non-XML/JSON simple format, can be written so it doesn't allocate any memory
    o TexturePacker 2D Toolkit exporter is in "tk2d/Goodies/TexturePacker"
    o Sliced/clipped/tiled sprites now supported
- Clipped sprite - a hard clipped sprite implementation, now part of the distribution (based of Clipped Sprite Sample)
- Tiled sprite - tiles the same sprite multiple times to fill given dimensions
- Use color32 instead of color, should require a lot less memory
- Sliced sprite "Draw Border Only" mode, just draws the sliced border only omitting the filled middle.
- Sliced / Clipped / Tiled sprite have a "Create box collider" option which creates a tight fitting box collider, regardless of sprite collection setting.
- Demo scene #13, runtime sprite collection & texture packer import
- tk2dRuntime.SpriteCollectionSize is now tk2dSpriteCollectionSize. The old class is still there for reference, and still works, but namespaces don't work properly when in the Plugins folder.


Bugfixes and improvements:
- tk2dCamera doesn't update matrix unless it has changed.
- Added a (disabled by default) hack for Unity 4.x building with platform specific sprite collections.
- Upgraded meta files for the whole project. Upgrading should (hopefully) crash a lot less often, as Unity isn't trying to upgrade while importing. Also, you can now deselect folders in the Import Package dialog box.


64
Releases / 2D Toolkit UI 1.0 beta 2
« on: March 20, 2013, 09:52:48 pm »
IMPORTANT: This version is not guaranteed to be backwards compatible with the previous alpha release.
Most class names have changed.
If you have started work with the alpha version, follow the instructions in the next post to upgrade.


Webplayer demo here

Features:
- Light weight code, ultra fast.
- Lots of control prefabs. Use as a basis for customization, or create your own.
Buttons
Checkboxes
Radio Buttons
Textboxes
Lists
Sliders
Progress bars
Scrollbars
Scrolling areas
- Multi touch support, including on screen keyboard on iOS / Android
- Full mobile / webplayer / PC / Mac support. Flash will be supported in the final version.
- Works in Unity Free & Pro

Bugfixes and improvements:
- tk2dUI prefix on all classes (finalized)
- tk2dUITime is now a static class
- scrollable area snapback uses velocity
- click + hold scrollbar arrow to scroll continuously
- now possible to change toggle buttons at runtime
- scrollbar editor widget corrected and shows thumb size
- editor widgets show extended line when being used, easier to position and tweak correctly.

65
Releases / 2D Toolkit 1.92 beta 3
« on: March 20, 2013, 06:50:12 pm »
As with all beta releases, exercise caution when upgrading. Make sure you have a back up!

Features:
- Full undo/redo support & multi-edit support in all scene instances
- Runtime TexturePacker import
    o tk2dSpriteCollectionData.CreateFromTexturePacker, non-XML/JSON simple format, can be written so it doesn't allocate any memory
    o TexturePacker 2D Toolkit exporter is in "tk2d/Goodies/TexturePacker"
    o Sliced/clipped/tiled sprites now supported
- Clipped sprite - a hard clipped sprite implementation, now part of the distribution (based of Clipped Sprite Sample)
- Tiled sprite - tiles the same sprite multiple times to fill given dimensions
- Use color32 instead of color, should require a lot less memory
- Sliced sprite "Draw Border Only" mode, just draws the sliced border only omitting the filled middle.
- Sliced / Clipped / Tiled sprite have a "Create box collider" option which creates a tight fitting box collider, regardless of sprite collection setting.
- Demo scene #13, runtime sprite collection & texture packer import


Bugfixes and improvements:
- tk2dCamera doesn't update matrix unless it has changed.
- Added a (disabled by default) hack for Unity 4.x building with platform specific sprite collections.


66
Releases / 2D Toolkit 1.92 beta 2
« on: March 15, 2013, 11:07:48 am »
As with all beta releases, exercise caution when upgrading. Make sure you have a back up!

FIXES UNITY 4.1 INDEX BUILD ISSUE

Features:
- Full undo/redo support & multi-edit support in all scene instances
- Runtime TexturePacker import
    o tk2dSpriteCollectionData.CreateFromTexturePacker, non-XML/JSON simple format, can be written so it doesn't allocate any memory
    o TexturePacker 2D Toolkit exporter is in "tk2d/Goodies/TexturePacker"
    o Sliced/clipped/tiled sprites not supported yet
- Clipped sprite - a hard clipped sprite implementation, now part of the distribution (based of Clipped Sprite Sample)
- Tiled sprite - tiles the same sprite multiple times to fill given dimensions
- Use color32 instead of color, should require a lot less memory
- Sliced sprite "Draw Border Only" mode, just draws the sliced border only omitting the filled middle.

67
Releases / 2D Toolkit 1.91 final + patch 1
« on: March 15, 2013, 10:51:24 am »
As with all releases, exercise caution when upgrading.
Make sure you have a back up!

FIXES UNITY 4.1 INDEX BUILD ISSUE

Features:
- Brand new sprite picker with preview and filtering, see attached screenshot.
- tk2dCamera supports "inherit settings". This will let you hook up a tk2dCamera prefab, set up the resolution overrides and such on it, and just inherit the settings onto a tk2dCamera in a scene. It is also useful in another scenario,
- tk2dCamera supports clipping. This is an early no-frills implementation, but it works. Notes below.
- tk2dCamera clipping supports resolution overrides.

Bugfixes and improvements:
- Sprite collection editor warns when sprites are missing, and won't allow builds with missing sprites to avoid damaging already built data.
- Fixed clear references in sprite collection editor
- Rebuilt built-in fonts, some were in an ancient format and had never been updated.
- Force texture size is now used properly with platform specific collections
- sprite.collection made private, this was an internal variable which was accidentally left public. Use .Collection instead if you need to read the value, and prefer new SetSprite APIs for setting a new sprite.
- sprite.SetSprite, a unified way to set sprites. SetSprite( spriteId), SetSprite( spriteName ), SetSprite( collection, spriteId), SetSprite( collection, spriteName)
- tk2dGrid, started using in some places
- tidied up preferences system (all current preferences will be lost)
- setting platform in preferences fixed (was broken in 1.91 beta 1)
- stopped breaking spectacularly when there is a broken animation.
- bundled clipping demo (#12), now fully works, resolution overrides are fully supported. Webplayer here: http://unikronsoftware.com/2dtoolkit/webplayer/clippingdemo/
- sprite thumbnails tidied up, always displays as a 128x128 tile in the inspector, sprite itself centered in the tile.
- lots more user friendly functions (tk2dSprite.AddComponent(go, spriteColection, spriteName)) to avoid having to get spriteId.
- upgraded all legacy demo assets
- tk2dTextMesh.FormatString( unformattedSring ) returns formatted string.
- tk2dSpriteCollectionData.GetSpriteDefinition returns a sprite definition.

tk2dCamera clipping notes

- Tk2dCamera now supports viewport clipping. This is only allowed on a second camera, so don't forget to set the "Depth" parameter to something greater than your primary camera, and set clear flags to "Depth only" or "Dont clear" depending on what you want. Also, use layers to mask information from one scene to another.
- The cost of the clipping is close to zero (especially so if you don't clear on the second camera), and you can clip anything. As a downside, you can't rotate the clip region, it must be rectangular and in screen space.
- You can clip anything. Including 3d objects, without messing about with shaders, and at close to zero cost. Check webplayer above.
- If you have 2 tk2dCameras in the scene, you can (and probably should) use "Inherit settings" so you won't have to set up the overrides twice and make sure they're the same.
- The clipping behaves very differently to the built in Unity camera "viewport rect", and has different terminology (region instead of rect).
- The region is like a clip region, it reveals part of the background. Set up the region to 0, 0, 100, 100, and then slide the X value. This will let you really easily set up a level selector visually. Just set it up as though you're drawing everything and set up the the viewport clipping region on the second camera. Tip: set clear color in the 2nd camera to something bright so you can see the region you are revealing.
- You can anchor within clipped regions
- More features will be coming, like anchoring the clip region dimensions, but not in 1.91. The clip region is parent camera space, should be easy to modify externally.

68
Releases / 2D Toolkit UI 0.9 Alpha Preview 1
« on: March 12, 2013, 10:23:13 pm »
Greetings folks.
Now that its nearing completion, I am now able to share the next major feature in 2D Toolkit.

I am pleased to announce 2D Toolkit UI.
Webplayer demo here

Features:

- Light weight code, ultra fast.
- Lots of control prefabs. Use as a basis for customization, or create your own.
  • Buttons
  • Checkboxes
  • Radio Buttons
  • Textboxes
  • Lists
  • Sliders
  • Progress bars
  • Scrollbars
  • Scrolling areas
- Multi touch support, including on screen keyboard on iOS / Android
- Full mobile / webplayer / PC / Mac support. Flash will be supported in the final version.
- Works in Unity Free & Pro

Download the alpha preview version here and give it a whirl.
Your feedback is most appreciated.

Note: This is an alpha preview. Code interfaces are likely to change before release.

69
Releases / 2D Toolkit 1.92 beta 1
« on: March 11, 2013, 12:38:45 am »
As with all beta releases, exercise caution when upgrading. Make sure you have a back up!

Features:
- Full undo/redo support & multi-edit support in all scene instances
- Runtime TexturePacker import
    o tk2dSpriteCollectionData.CreateFromTexturePacker, non-XML/JSON simple format, can be written so it doesn't allocate any memory
    o TexturePacker 2D Toolkit exporter is in "tk2d/Goodies/TexturePacker"
    o Sliced/clipped/tiled sprites not supported yet
- Clipped sprite - a hard clipped sprite implementation, now part of the distribution (based of Clipped Sprite Sample)
- Tiled sprite - tiles the same sprite multiple times to fill given dimensions
- Use color32 instead of color, should require a lot less memory
- Sliced sprite "Draw Border Only" mode, just draws the sliced border only omitting the filled middle.

70
Releases / 2D Toolkit 1.91 final
« on: February 25, 2013, 02:51:52 pm »
As with all releases, exercise caution when upgrading.
Make sure you have a back up!

Features:
- Brand new sprite picker with preview and filtering, see attached screenshot.
- tk2dCamera supports "inherit settings". This will let you hook up a tk2dCamera prefab, set up the resolution overrides and such on it, and just inherit the settings onto a tk2dCamera in a scene. It is also useful in another scenario,
- tk2dCamera supports clipping. This is an early no-frills implementation, but it works. Notes below.
- tk2dCamera clipping supports resolution overrides.

Bugfixes and improvements:
- Sprite collection editor warns when sprites are missing, and won't allow builds with missing sprites to avoid damaging already built data.
- Fixed clear references in sprite collection editor
- Rebuilt built-in fonts, some were in an ancient format and had never been updated.
- Force texture size is now used properly with platform specific collections
- sprite.collection made private, this was an internal variable which was accidentally left public. Use .Collection instead if you need to read the value, and prefer new SetSprite APIs for setting a new sprite.
- sprite.SetSprite, a unified way to set sprites. SetSprite( spriteId), SetSprite( spriteName ), SetSprite( collection, spriteId), SetSprite( collection, spriteName)
- tk2dGrid, started using in some places
- tidied up preferences system (all current preferences will be lost)
- setting platform in preferences fixed (was broken in 1.91 beta 1)
- stopped breaking spectacularly when there is a broken animation.
- bundled clipping demo (#12), now fully works, resolution overrides are fully supported. Webplayer here: http://unikronsoftware.com/2dtoolkit/webplayer/clippingdemo/
- sprite thumbnails tidied up, always displays as a 128x128 tile in the inspector, sprite itself centered in the tile.
- lots more user friendly functions (tk2dSprite.AddComponent(go, spriteColection, spriteName)) to avoid having to get spriteId.
- upgraded all legacy demo assets
- tk2dTextMesh.FormatString( unformattedSring ) returns formatted string.
- tk2dSpriteCollectionData.GetSpriteDefinition returns a sprite definition.

tk2dCamera clipping notes

- Tk2dCamera now supports viewport clipping. This is only allowed on a second camera, so don't forget to set the "Depth" parameter to something greater than your primary camera, and set clear flags to "Depth only" or "Dont clear" depending on what you want. Also, use layers to mask information from one scene to another.
- The cost of the clipping is close to zero (especially so if you don't clear on the second camera), and you can clip anything. As a downside, you can't rotate the clip region, it must be rectangular and in screen space.
- You can clip anything. Including 3d objects, without messing about with shaders, and at close to zero cost. Check webplayer above.
- If you have 2 tk2dCameras in the scene, you can (and probably should) use "Inherit settings" so you won't have to set up the overrides twice and make sure they're the same.
- The clipping behaves very differently to the built in Unity camera "viewport rect", and has different terminology (region instead of rect).
- The region is like a clip region, it reveals part of the background. Set up the region to 0, 0, 100, 100, and then slide the X value. This will let you really easily set up a level selector visually. Just set it up as though you're drawing everything and set up the the viewport clipping region on the second camera. Tip: set clear color in the 2nd camera to something bright so you can see the region you are revealing.
- You can anchor within clipped regions
- More features will be coming, like anchoring the clip region dimensions, but not in 1.91. The clip region is parent camera space, should be easy to modify externally.


71
Releases / 2D Toolkit 1.91 beta 2
« on: February 24, 2013, 12:46:33 am »
As with all beta releases, exercise caution when upgrading. Make sure you have a back up!

Features:
- Brand new sprite picker with preview and filtering, see attached screenshot.
- tk2dCamera supports "inherit settings". This will let you hook up a tk2dCamera prefab, set up the resolution overrides and such on it, and just inherit the settings onto a tk2dCamera in a scene. It is also useful in another scenario,
- tk2dCamera supports clipping. This is an early no-frills implementation, but it works. Notes below.
- tk2dCamera clipping supports resolution overrides.

Bugfixes and improvements:
- Sprite collection editor warns when sprites are missing, and won't allow builds with missing sprites to avoid damaging already built data.
- Fixed clear references in sprite collection editor
- Rebuilt built-in fonts, some were in an ancient format and had never been updated.
- Force texture size is now used properly with platform specific collections
- sprite.collection made private, this was an internal variable which was accidentally left public. Use .Collection instead if you need to read the value, and prefer new SetSprite APIs for setting a new sprite.
- sprite.SetSprite, a unified way to set sprites. SetSprite( spriteId), SetSprite( spriteName ), SetSprite( collection, spriteId), SetSprite( collection, spriteName)
- tk2dGrid, started using in some places
- tidied up preferences system (all current preferences will be lost)
- setting platform in preferences fixed (was broken in 1.91 beta 1)
- stopped breaking spectacularly when there is a broken animation.
- bundled clipping demo (#12), now fully works, resolution overrides are fully supported. Webplayer here: http://unikronsoftware.com/2dtoolkit/webplayer/clippingdemo/
- sprite thumbnails tidied up, always displays as a 128x128 tile in the inspector, sprite itself centered in the tile.
- lots more user friendly functions (tk2dSprite.AddComponent(go, spriteColection, spriteName)) to avoid having to get spriteId.
- upgraded all legacy demo assets
- tk2dTextMesh.FormatString( unformattedSring ) returns formatted string.


tk2dCamera clipping notes

- Tk2dCamera now supports viewport clipping. This is only allowed on a second camera, so don't forget to set the "Depth" parameter to something greater than your primary camera, and set clear flags to "Depth only" or "Dont clear" depending on what you want. Also, use layers to mask information from one scene to another.
- The cost of the clipping is close to zero (especially so if you don't clear on the second camera), and you can clip anything. As a downside, you can't rotate the clip region, it must be rectangular and in screen space.
- You can clip anything. Including 3d objects, without messing about with shaders, and at close to zero cost. Check webplayer above.
- If you have 2 tk2dCameras in the scene, you can (and probably should) use "Inherit settings" so you won't have to set up the overrides twice and make sure they're the same.
- The clipping behaves very differently to the built in Unity camera "viewport rect", and has different terminology (region instead of rect).
- The region is like a clip region, it reveals part of the background. Set up the region to 0, 0, 100, 100, and then slide the X value. This will let you really easily set up a level selector visually. Just set it up as though you're drawing everything and set up the the viewport clipping region on the second camera. Tip: set clear color in the 2nd camera to something bright so you can see the region you are revealing.
- You can anchor within clipped regions
- More features will be coming, like anchoring the clip region dimensions, but not in 1.91. The clip region is parent camera space, should be easy to modify externally.

72
Releases / 2D Toolkit 1.91 beta 1
« on: February 10, 2013, 11:43:24 pm »
As with all beta releases, exercise caution when upgrading. Make sure you have a back up!

Features:
- Brand new sprite picker with preview and filtering, see attached screenshot.
- tk2dCamera supports "inherit settings". This will let you hook up a tk2dCamera prefab, set up the resolution overrides and such on it, and just inherit the settings onto a tk2dCamera in a scene. It is also useful in another scenario,
- tk2dCamera supports clipping. This is an early no-frills implementation, but it works. Notes below.

Bugfixes and improvements:
- Sprite collection editor warns when sprites are missing, and won't allow builds with missing sprites to avoid damaging already built data.
- Fixed clear references in sprite collection editor
- Rebuilt built-in fonts, some were in an ancient format and had never been updated.
- Force texture size is now used properly with platform specific collections
- sprite.collection made private, this was an internal variable which was accidentally left public. Use .Collection instead if you need to read the value, and prefer new SetSprite APIs for setting a new sprite.
- sprite.SetSprite, a unified way to set sprites. SetSprite( spriteId), SetSprite( spriteName ), SetSprite( collection, spriteId), SetSprite( collection, spriteName)
- tk2dGrid, started using in some places
- tidied up preferences system (all current preferences will be lost)

tk2dCamera clipping notes

- Tk2dCamera now supports viewport clipping. This is only allowed on a second camera, so don't forget to set the "Depth" parameter to something greater than your primary camera, and set clear flags to "Depth only" or "Dont clear" depending on what you want. Also, use layers to mask information from one scene to another.
- The cost of the clipping is close to zero (especially so if you don't clear on the second camera), and you can clip anything. As a downside, you can't rotate the clip region, it must be rectangular and in screen space.
- If you have 2 tk2dCameras in the scene, you can (and probably should) use "Inherit settings" so you won't have to set up the overrides twice and make sure they're the same.
- The clipping behaves very differently to the built in Unity camera "viewport rect", and has different terminology (region instead of rect).
- The region is like a clip region, it reveals part of the background. Set up the region to 0, 0, 100, 100, and then slide the X value. This will let you really easily set up a level selector visually. Just set it up as though you're drawing everything and set up the the viewport clipping region on the second camera.
- You can anchor within clipped regions
- More features will be coming, like anchoring the clip region dimensions.

73
Releases / 2D Toolkit 1.90 final
« on: January 27, 2013, 10:11:29 pm »
As with all beta releases, exercise caution when upgrading. Make sure you have a back up!
Changes in italics.

Features:
- New sprite animation editor. You can preview animations and it has a really flexible plugin system. Data is (should be) 100% compatible.
- Documentation update to reflect new interface, coexists with old pages until 1.90 final is out.

Bugfixes and improvements:
- New sprite thumbnail cache system, much much more efficient and doesn't care or use source images even in the inspector.
- Runtime sprite collection warns when shader is inaccessible (due to not being in resources) instead of displaying a black quad
- Script execution order. All tk2d scripts execute early, hopefully earlier than any user scripts. Avoids ambiguity and situations where awake happens after user script awakening causing nasty runtime issues.
- "1:1" fix, wasn't working in certain situations
- tk2dCamera has internal zoomScale which can be used to zoom into the screen
- tk2dIndex copes with uncommitted fonts
- tk2dTextMesh InitDictionary bugfix
- Material id corrected with multiple atlases
- Runtime sprite collection code creates unset collider instead of None.
- Creating a new tk2dCamera will set camera.main if one doesn't exist already.
- Collidertype is Unset by default instead of None.
- Fixed tangent generation for sprites.
- Shaders use float texcoord instead of half, fixes a filtering/precision issues on iOS (PVR)
- Blank sprite / animation names not displayed in the selection popup
- When creating and deleting entries in a sprite collection, surplus files are deleted instead of being orphaned, eg. creating and deleting a font will delete the font prefabs.
- Error when sprite collection is in a resources directory, warn when sprite source textures are in a resources directory.
- Physically double sided sprite option instead of relying on a double sided shader.
- Fixed some code to work better with the default MonoDevelop project
- Single frame mode works as intended
- Added , and . keys to scrub frames
- tk2dAnimatedSprite.IsPlaying(clip) will tell you if that clip is currently playing
- Text animop, you can now type in frame names in a list
- Persistent editing, you can now go in and out of play mode, reload scripts, etc. and still have correct data.
- Bugfix: Deleting a point in sprite collection polygon editor doesn't deselect the current selection.
- Packed font (experimental feature - http://unikronsoftware.com/2dtoolkit/doc/advanced/packed_fonts.html)
- Bugfixes for tilemap TMX importer, now supports a few other format variants, and more reliably warns when an incompatible variant is detected.
- Stop user from selecting sprite collection with 0 sprites.
- texelSize corrected for platform specific sprite collections. sliced sprites, fonts, and other features which rely on this work as expected now.
- Fixed "resources" warning, now has a scrollbar and no more duplicate entries.

74
Releases / 2D Toolkit 1.90 beta 3
« on: January 23, 2013, 07:02:26 pm »
As with all beta releases, exercise caution when upgrading. Make sure you have a back up!
Changes in italics.

Features:
- New sprite animation editor. You can preview animations and it has a really flexible plugin system. Data is (should be) 100% compatible.
- Documentation update to reflect new interface, coexists with old pages until 1.90 final is out.

Bugfixes and improvements:
- New sprite thumbnail cache system, much much more efficient and doesn't care or use source images even in the inspector.
- Runtime sprite collection warns when shader is inaccessible (due to not being in resources) instead of displaying a black quad
- Script execution order. All tk2d scripts execute early, hopefully earlier than any user scripts. Avoids ambiguity and situations where awake happens after user script awakening causing nasty runtime issues.
- "1:1" fix, wasn't working in certain situations
- tk2dCamera has internal zoomScale which can be used to zoom into the screen
- tk2dIndex copes with uncommitted fonts
- tk2dTextMesh InitDictionary bugfix
- Material id corrected with multiple atlases
- Runtime sprite collection code creates unset collider instead of None.
- Creating a new tk2dCamera will set camera.main if one doesn't exist already.
- Collidertype is Unset by default instead of None.
- Fixed tangent generation for sprites.
- Shaders use float texcoord instead of half, fixes a filtering/precision issues on iOS (PVR)
- Blank sprite / animation names not displayed in the selection popup
- When creating and deleting entries in a sprite collection, surplus files are deleted instead of being orphaned, eg. creating and deleting a font will delete the font prefabs.
- Error when sprite collection is in a resources directory, warn when sprite source textures are in a resources directory.
- Physically double sided sprite option instead of relying on a double sided shader.
- Fixed some code to work better with the default MonoDevelop project
- Single frame mode works as intended
- Added , and . keys to scrub frames
- tk2dAnimatedSprite.IsPlaying(clip) will tell you if that clip is currently playing
- Text animop, you can now type in frame names in a list
- Persistent editing, you can now go in and out of play mode, reload scripts, etc. and still have correct data.
- Bugfix: Deleting a point in sprite collection polygon editor doesn't deselect the current selection.
- Packed font (experimental feature - http://unikronsoftware.com/2dtoolkit/doc/advanced/packed_fonts.html)
- Bugfixes for tilemap TMX importer, now supports a few other format variants, and more reliably warns when an incompatible variant is detected.
- Stop user from selecting sprite collection with 0 sprites.
- texelSize corrected for platform specific sprite collections. sliced sprites, fonts, and other features which rely on this work as expected now.

75
Releases / 2D Toolkit 1.90 beta 2
« on: January 19, 2013, 06:38:10 pm »
As with all beta releases, exercise caution when upgrading. Make sure you have a back up!
Changes in italics.

Features:
- New sprite animation editor. You can preview animations and it has a really flexible plugin system. Data is (should be) 100% compatible.
- Documentation update to reflect new interface, coexists with old pages until 1.90 final is out.

Bugfixes and improvements:
- New sprite thumbnail cache system, much much more efficient and doesn't care or use source images even in the inspector.
- Runtime sprite collection warns when shader is inaccessible (due to not being in resources) instead of displaying a black quad
- Script execution order. All tk2d scripts execute early, hopefully earlier than any user scripts. Avoids ambiguity and situations where awake happens after user script awakening causing nasty runtime issues.
- "1:1" fix, wasn't working in certain situations
- tk2dCamera has internal zoomScale which can be used to zoom into the screen
- tk2dIndex copes with uncommitted fonts
- tk2dTextMesh InitDictionary bugfix
- Material id corrected with multiple atlases
- Runtime sprite collection code creates unset collider instead of None.
- Creating a new tk2dCamera will set camera.main if one doesn't exist already.
- Collidertype is Unset by default instead of None.
- Fixed tangent generation for sprites.
- Shaders use float texcoord instead of half, fixes a filtering/precision issues on iOS (PVR)
- Blank sprite / animation names not displayed in the selection popup
- When creating and deleting entries in a sprite collection, surplus files are deleted instead of being orphaned, eg. creating and deleting a font will delete the font prefabs.
- Error when sprite collection is in a resources directory, warn when sprite source textures are in a resources directory.
- Physically double sided sprite option instead of relying on a double sided shader.
- Fixed some code to work better with the default MonoDevelop project
- Single frame mode works as intended
- Added , and . keys to scrub frames
- tk2dAnimatedSprite.IsPlaying(clip) will tell you if that clip is currently playing
- Text animop, you can now type in frame names in a list
- Persistent editing, you can now go in and out of play mode, reload scripts, etc. and still have correct data.

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