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Releases: coinbump/PhaseJumpPro

More early Godot porting (work in progress)

28 Dec 05:25

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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)

26 Dec 03:17

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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

18 Jun 03:27

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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

12 May 05:01

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What's New in v2.32

C++ (Xcode only) improvements:

  • SliderControl allows you to create slider controls
  • AnimateHueEffect animates hue of texture renderer over time
  • ModelColor supports conversion between RGB, HSV, and HSL colors
  • General improvements

Screenshots

Screenshot 2023-05-11 at 9 44 23 PM

C++: Drag support

11 May 02:58

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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 WorldNodeTransform handles 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

09 May 04:38

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What's New in v2.30

C++ (Xcode only) improvements

  • New: ButtonControl adds button tracking for buttons

  • New: EventSystem handles PointerEnter, PointerExit, PointerUp UI events

  • World calls Awake, Start for all world nodes

  • SDLMouseDevice can be used to check mouse position

  • ContainsWhere added to VectorList

  • New: TypeComponentsInChildren

  • SomeStateHandler: Component that responds to state changes (for UI controls)

  • added ToString to SomePosition classes for logging

  • UIControl2D class for all Control views

C++: 9-Slice textures, Bitmaps, Resource Loader, SimplePolygonCollider2D

05 May 03:38

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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, EnumClass allow mapping Enum values to id strings for serialization, encoding
  • New: Result variant type for success/failure operations
  • New: SomeFileManager interface so we can mock FileManager in unit tests
  • More unit tests
  • Polygon now subclasses VectorList
  • Tags now subclasses Map
  • New: Rect for 2D bounds, UVRect for texture coordinates
  • New: Bitmap for operations on in-memory bitmaps
  • Added Terathon math library as a submodule, for more advanced matrix operations
  • New: TiledRenderMeshBuilder builds 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: SlicedTextureRenderer for 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: EventSystem processes UI events and forwards them to World Nodes
  • stdafx.h renamed to pch.h

Screenshots

9 Slice Texture
Screenshot 2023-05-04 at 8 22 42 PM

C++ OpenGL Render Improvements

21 Apr 20:12

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What's New in v2.28

  • SpriteRenderer renders a single texture as a sprite
  • String::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

C++: OpenGL Textures

20 Apr 02:23

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What's New in v2.27

  • Added support for load + render OpenGL textures in C++ (Xcode only for now)
  • textureUniform shader: modulates a texture by a uniform color
  • textureInvert shader: inverts a texture

Screenshots

Screenshot 2023-04-19 at 6 09 51 PM

Screenshot 2023-04-19 at 6 09 32 PM

C++: Color Vary Shader, Render improvements

19 Apr 04:04

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What's New in v2.25

  • C++ New colorVary shader, colorAttribute VBO support supports varying colors across vertices
  • Cleaned up C++ Vector, Color to use .x, .y, .z instead of .x(), .y(), .z()

Screenshots

Screenshot 2023-04-18 at 9 01 45 PM