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VersionHistory.md

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Version History

2.x

2.2

January 4th 2021

Fix

  • Fix for crash that would occur when points were aligned just right
  • See issue 66

Features

  • Each Edge Material can now have a Material (Shader)
  • Each Edge Material Meta can have a z-index and z-as-relative set
  • See issue 64

2.1

December 14th 2020

Significant Changes from 2.0

  • Improved Width handling
  • Improved Welding
  • Rendering is now achieved by having multiple child-nodes each render a piece of the shape
    • Previously, all the rendering was done by the shape node
    • Improves performance
    • Fixes lighting bugs
  • Point Creation mode reimplemented
    • Mode active by default
    • Can be exited by pressing ESC
  • Several usability additions
    • Hotkey for grabbing closest point
    • Hotkey for creating new shape at point
    • Width Grabber for closest point
    • Preview for adding points
  • Several Bug fixes and issues closed

New Features

  • Meta Shapes Introduced
  • "Fit mode" added to edge material
    • Can either squash and stretch the texture or crop it

Minor Changes

  • Changes to GUI Theme
    • More in line with standard Godot
  • Add windows scripts for running unit tests
  • Changed default snap settings to 8x8 pixels

2.0

September 7th 2020

Significant Changes from 1.0

  • Edge Textures are no longer determined by a cardinal direction (UP, DOWN, LEFT, RIGHT)
    • Instead, a starting and ending normal angle is specified for each edge
  • Textures are now defined per-edge instead of per-shape

New Features

  • Taper textures
    • Instead of simply ending, the user can have an edge "taper-off"
  • Editing by Edges
  • Material Overrides

Internal Changes

  • Completely overhauled everything
  • A rudimentary constraint system is in place
    • Closed shapes will add a point when closing, then constrain the added point's position to the first point
  • Points are no longer refered to by index, they are refered to by keys
    • This enables points to have relationships that aren't affected when:
      • Adding/Removing a point
      • Changing orientation of the poly
  • Many Unit and Integration tests
    • Refactored original working code to better support testing
  • Kept original scripts and classes from version 1.0 to ease importing

1.x

Changes in 1.3

This update primarily fixes bugs and improves existing features to be more usable.

Changes

  • Merged top/left/right/bottom offset into one variable. render offset

Fixes

  • Input bugs
  • Edge Flipping
  • Polygon orientation bugs
  • Quad Welding
  • Corer quad generation and welding
  • Collision variables in the RMSmartShapeMaterial working as intended

Changes in 1.2

Tweaks

  • Refactoring
  • Toolbar takes less space
  • Minor bug fixes

New Features

  • Bezier Curves!
    • Hold shift on a control point to create a curve
  • Corner Quads!
    • Both inner and outer corner quads are now generated
    • Textures can be speciied for each direction of both inner and outer quads
  • Edge Moving!
    • Can move an edge (two points) by pressing SHIFT in move mode and dragging the edge

Changes in 1.1

  • Refactoring

  • Fixed Errors Occuring when Texture Arrays are size '0' but not null

  • Fixed sync between texture, flip, and width indicies

    • Would sometimes share a single array between the 3 vars
    • Are all unique now
  • Snapping

  • More informative toolbar

Changes in 1.0

  • Fixed many debug errors reported related to indexing beyond array sizes
  • Fixed control point wrapping of RMSmartShapeAnchor2D nodes anchored to RMSmartShape2D nodes.
  • Tested on newly released 3.2 Godot.

Changes in 0.91

  • Edges are calculated in relationship to object space instead of screen space
  • Added option to allow user to let the object recalculate edges based on screen space.
  • Fixed uv calculations for flipped textures.
  • Fixed uv bug for edge sections less than half the size of texture width
  • Added option to allow for a RMSmartShapeAnchor to mimic scale of monitored node
  • Removed sections of code related to clockwise versus clockwise checks, very specifically regarding the direction of texture edges.
  • Corrected normal texture bug for fill and edge rendering