Releases: coinbump/PhaseJumpPro
Releases · coinbump/PhaseJumpPro
More early Godot porting (work in progress)
What's New in v2.33.2
- More early Godot porting, still a work in progress. A lot of things are not finished/fully working yet, but if you're feeling adventurous there are some useful utilities in place.
Godot Early Porting (untested)
What's new in 2.33.1
- Ported some core PhaseJumpPro classes to Godot. Mostly simple classes that don't rely on Unity functionality and can be ported by search-and-replace. Hasn't been tested yet, use at your own risk.
Unity: Improved View Logic
What's New in v2.33
- Moved all UI code into a single folder (Views, controls, UISystem, etc.). Did a thorough code review, made improvements to UI logic, View logic for HStack, VStack, ZStack, VGridView, etc. Added additional unit tests for testing view logic.
C++: SliderControl, AnimateHueEffect, ModelColor
C++: Drag support
What's New in v2.31
C++ Improvements (Xcode only):
- New: True Drag support: via UISystem and DragHandler2D
With DragHandler2D and UISystem, you can now drag objects in 2D space in the world.
- Fixed bug in collider builder
- New
WorldNodeTransformhandles local <-> World position conversion - World now gets update events with time-delta
- Polygon.ToString() for logging
- First step towards true deferred render engine: separate building the render plan and drawing them
- Add sorting for blend vs non blend renders
- New:
SDLMouseDevice::IsButtonDown
C++: ButtonControl, Pointer tracking
What's New in v2.30
C++ (Xcode only) improvements
-
New:
ButtonControladds button tracking for buttons -
New:
EventSystemhandles PointerEnter, PointerExit, PointerUp UI events -
World calls
Awake,Startfor all world nodes -
SDLMouseDevicecan be used to check mouse position -
ContainsWhereadded to VectorList -
New:
TypeComponentsInChildren -
SomeStateHandler: Component that responds to state changes (for UI controls) -
added
ToStringto SomePosition classes for logging -
UIControl2D class for all Control views
C++: 9-Slice textures, Bitmaps, Resource Loader, SimplePolygonCollider2D
What's New in v2.29
LOTS of C++ improvements (Xcode only for now): resource loading, bitmaps, 9-slice textures, simple collision detection for mouse-down events, etc.
- New SP, MAKE, DCAST, SCAST funcs for faster typing (replaces std::shared_ptr, std::make_shared, etc.)
- ComponentTool sizes polygon colliders to the sprite renderer
- Camera logic improvements
- New:
SimplePolygonCollider2D: for simple, brute-force collision checks - New:
SimpleRaycaster2D: for simple, brute-force collision checks - Camera::main stores the main (first) camera
- Color32 now supports BGRAColor format
- New: 'Data' type for allocating and resizing memory buffers
- New:
Enum,EnumClassallow mapping Enum values to id strings for serialization, encoding - New:
Resultvariant type for success/failure operations - New:
SomeFileManagerinterface so we can mock FileManager in unit tests - More unit tests
Polygonnow subclasses VectorListTagsnow subclasses Map- New:
Rectfor 2D bounds,UVRectfor texture coordinates - New:
Bitmapfor operations on in-memory bitmaps - Added Terathon math library as a submodule, for more advanced matrix operations
- New:
TiledRenderMeshBuilderbuilds uv coordinates and vertices for tiled textures that use internal texture coordinates and can't use Repeat tiling - GLRenderEngine now binds the current texture
- Better texture and render logic
- New:
SlicedTextureRendererfor 9-slice textures - New:
ResourceRepository: scans a directory for resource files, creates a LoadResourcesPlan, and then you can load your resources like textures, etc. (currently only textures supported) - Pass Pointer down events from SDL to world nodes
- New:
EventSystemprocesses UI events and forwards them to World Nodes - stdafx.h renamed to pch.h
Screenshots
C++ OpenGL Render Improvements
What's New in v2.28
SpriteRendererrenders a single texture as a spriteString::ComponentsSeparatedBy- Interpolate texture to color shader
- True parent-child matrix math so child objects are rotated/scaled with parent
- Better rendering system: Camera is responsible for renders
- Fixed byte order of Color32 for little endian processors
- Turn on depth test and depth buffer for Z-ordering
- Byte-color support for GLRenderEngine
- Convert SDL_DROPFILE event to UIEvent object




