118 lines
4.2 KiB
Markdown
118 lines
4.2 KiB
Markdown
# Version History
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## 2.x
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### 2.2
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January 4th 2021
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### Fix
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- Fix for crash that would occur when points were aligned *just* right
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- See issue 66
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+ https://github.com/SirRamEsq/SmartShape2D/issues/66
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### Features
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- Each Edge Material can now have a Material (Shader)
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- Each Edge Material Meta can have a z-index and z-as-relative set
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- See issue 64
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+ https://github.com/SirRamEsq/SmartShape2D/issues/64
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### 2.1
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December 14th 2020
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#### Significant Changes from 2.0
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- Improved Width handling
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- Improved Welding
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- Rendering is now achieved by having multiple child-nodes each render a piece of the shape
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+ Previously, all the rendering was done by the shape node
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+ Improves performance
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+ Fixes lighting bugs
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- Point Creation mode reimplemented
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+ Mode active by default
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+ Can be exited by pressing ESC
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- Several usability additions
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+ Hotkey for grabbing closest point
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+ Hotkey for creating new shape at point
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+ Width Grabber for closest point
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+ Preview for adding points
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- Several Bug fixes and issues closed
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#### New Features
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- Meta Shapes Introduced
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- "Fit mode" added to edge material
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+ Can either squash and stretch the texture or crop it
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#### Minor Changes
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- Changes to GUI Theme
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+ More in line with standard Godot
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- Add windows scripts for running unit tests
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- Changed default snap settings to 8x8 pixels
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### 2.0
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September 7th 2020
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#### Significant Changes from 1.0
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- Edge Textures are no longer determined by a cardinal direction (UP, DOWN, LEFT, RIGHT)
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- Instead, a starting and ending normal angle is specified for each edge
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- Textures are now defined per-edge instead of per-shape
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#### New Features
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- Taper textures
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- Instead of simply ending, the user can have an edge "taper-off"
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- Editing by Edges
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- Material Overrides
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#### Internal Changes
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- Completely overhauled everything
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- A rudimentary constraint system is in place
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- Closed shapes will add a point when closing, then constrain the added point's position to the first point
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- Points are no longer refered to by index, they are refered to by keys
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- This enables points to have relationships that aren't affected when:
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- Adding/Removing a point
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- Changing orientation of the poly
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- Many Unit and Integration tests
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- Refactored original working code to better support testing
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- Kept original scripts and classes from version 1.0 to ease importing
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## 1.x
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### Changes in 1.3
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This update primarily fixes bugs and improves existing features to be more usable.
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#### Changes
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- Merged top/left/right/bottom offset into one variable. render offset
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#### Fixes
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- Input bugs
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- Edge Flipping
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- Polygon orientation bugs
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- Quad Welding
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- Corer quad generation and welding
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- Collision variables in the RMSmartShapeMaterial working as intended
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### Changes in 1.2
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#### Tweaks
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- Refactoring
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- Toolbar takes less space
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- Minor bug fixes
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#### New Features
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- Bezier Curves!
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- Hold shift on a control point to create a curve
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- Corner Quads!
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- Both inner and outer corner quads are now generated
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- Textures can be speciied for each direction of both inner and outer quads
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- Edge Moving!
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- Can move an edge (two points) by pressing SHIFT in move mode and dragging the edge
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### Changes in 1.1
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- Refactoring
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- Fixed Errors Occuring when Texture Arrays are size '0' but not null
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- Fixed sync between texture, flip, and width indicies
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- Would sometimes share a single array between the 3 vars
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- Are all unique now
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- Snapping
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- More informative toolbar
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### Changes in 1.0
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- Fixed many debug errors reported related to indexing beyond array sizes
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- Fixed control point wrapping of RMSmartShapeAnchor2D nodes anchored to RMSmartShape2D nodes.
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- Tested on newly released 3.2 Godot.
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### Changes in 0.91
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- Edges are calculated in relationship to object space instead of screen space
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- Added option to allow user to let the object recalculate edges based on screen space.
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- Fixed uv calculations for flipped textures.
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- Fixed uv bug for edge sections less than half the size of texture width
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- Added option to allow for a RMSmartShapeAnchor to mimic scale of monitored node
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- Removed sections of code related to clockwise versus clockwise checks, very specifically regarding the direction of texture edges.
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- Corrected normal texture bug for fill and edge rendering
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