Releases: ceramic-engine/ceramic
Release v0.17.0
This release brings many bugfixes and improvements:
- [runtime] Fix texture atlas parser failing on rotate field on xml atlases
- [runtime] Add NineSlice.tile property support (also supports rotated tiles from atlases)
- [runtime] Camera translateX/Y becomes contentTranslateX/Y (breaking change, but easy to adapt)
- [tilemap] Optimise how tile quads are computed in layer so that it can handle tilemaps of very large size (as long as clipTiles options are used properly)
- [tilemap] Add layer options to configure how collisions are checked
- [tilemap] Various internal optimisations to reduce allocations and cpu usage
- [arcade] Various fixes in how overlap/collide is handled internally
- [runtime] A few fixes/optims related to arcade physics and groups
- [android] Update project template to SDK 31 and Gradle 7
- [clay] When using soloud audio (default except on linux), use miniaudio as backend.
A lot of changes have been done on the audio implementation. If you encounter any issue with native audio, you may post an issue explaining the problem so that it can be fixed, and meanwhile you can switch to a legacy audio backend until sorted out, by using one of those defines:
soloud_use_sdl
will make Soloud use SDL audio instead of the new Miniaudio backendceramic_use_openal
will make you project use OpenAL instead of Soloud
Full Changelog: v0.16.0...v0.17.0
Release v0.16.0
This release includes some new optimisations and features:
- Add
app.nape.paused
property to pause nape physics - Optimise clipping when the clipping visual is a regular rectangle: it now uses scissor instead of stencil buffer in those cases
- Add antialiasing support for content rendered onto render textures
- Allow to disable stencil buffer on render texture
- Add
NineSlice
visual
Full Changelog: v0.15.0...v0.16.0
Release v0.15.0
This release brings various fixes as well as a new audio backend for clay: soloud! It is enabled by default on all targets except linux.
To use previous openal implementation, add ceramic_use_openal
define.
It also drops support of Android NDK r15c (gcc). From now on, you should use NDK r21e (clang)
- [runtime] Add SceneSystem.autoScaleFilter to be able to disable filter auto-scaling
- [elements] Add Im.beginChangeCheck()/endChangeCheck()
- [tilemap] Rename EDGE_CORNER_32_EXPANDED to EXPANDED_48 (makes more sense)
- [runtime] Fix weird edge case on web on windows where we could see a gab between triangles in some situations
- [audio] Add mp3 and flac support on targets using soloud as well as web (if the browser supports it)
- [audio] Various fixes
- [audio] Openal-soft is no longer needed where it was used (android & windows) as it's replaced with soloud for good
- [runtime] Add TextureTile.edgeInset (to tweak texture uvs against bleeding)
- [android] Drop support of Android NDK r15c (gcc). From now on, you should use NDK r21e (clang)
Full Changelog: v0.14.2...v0.15.0
Release v0.14.2
This release includes several changes from external contributors. Thanks @yesitsfebreeze and @ghtalpo!
What's Changed
- [electron] Add
ceramic electron project
command draft to generate an electron app project from web export - [spine] Update spine-hx with a fix for C#/Unity target
- [runtime] Add
GeometryUtils.squareDistance()
- [runtime] When destroying a visual, explicitly mark it as computed not visible (could prevent some edge case from happening)
- [runtime] Implement Controller Rumble by @yesitsfebreeze in #93
- [runtime] Add clear to persistent data by @yesitsfebreeze in #95
- [runtime] Allow relative/subfolder font paths by @yesitsfebreeze in #98
- [runtime] Add unbind methods to InputMap by @yesitsfebreeze in #96
- [sprite] Add addGridAnimation overload in SpriteSheet by @ghtalpo in #97
New Contributors
- @yesitsfebreeze made their first contribution in #93
- @ghtalpo made their first contribution in #97
Full Changelog: v0.14.1...v0.14.2
Release v0.14.1
This is a bugfixes release:
- [runtime] Try to handle better a few edge case related to scenes
- [spine] Fix treating an atlas page file as a separate skeleton name
- [runtime] Fix more edge cases related to render textures. Ensure a render texture looks cleared and transparent by default.
- [elements] Fix blank screen when not drawing im windows anymore
Full Changelog: v0.14.0...v0.14.1
Release v0.14.0
This release is the first using node 14.x and npm 8.x internally. It solves issues when installing dependencies that happened on older node/npm versions.
- Update node to 14.19.1 and npm to 8.12.1
- Fix GifCapture referencing clay buffers instead of ceramic buffers
- Fix WebGL crash when trying to display a use texture which didn't have anything rendered to it
Full Changelog: v0.13.3...v0.14.0
Release v0.13.3
This release fixes a regression with Visual.active
property that appeared because of some internal changes.
Full Changelog: v0.13.2...v0.13.3
Release v0.13.2
This release fixes some edge cases and bring a few minor changes
- [runtime] Add GeometryUtils.angleDirection()
- [runtime] When changing the filter of a texture atlas page is changed, change the texture filter as well if there is a texture
- [tpl] Change default import.hx so that it doesn't break compilation when adding macros to project
- [runtime] Fix scene system not adding existing scenes to filter content when assigning a new one
- [tools] Fix compilation error when generating a StateMachine component from inside a
components
package
Full Changelog: v0.13.1...v0.13.2
Release v0.13.1
This is a release focused on bugfixes for audio, mostly on web.
- Fix setting audio position failing on web
- Fix pausing and resuming audio failing on web
- Fix reading sound source duration giving wrong values on web
- Fix reading sound position giving wrong values when pitch != 1.0
- Forbid setting pan, pitch or position on streamed sounds
Full Changelog: v0.13.0...v0.13.1
Release v0.13.0
This release bumps haxe version and provides first iteration of texture atlas support. More is planned regarding atlases, but you can already load an atlas in libgdx/spine format or starling/sparrow xml format and assign atlas regions to regular Quad
objects, or Sprite
object (if you enable the sprite
plugin).
- Add
Pixels.setRectangle()
(thanks @KGriss!) - Update Haxe to version
4.2.5
- Add initial texture atlas support
- Several internal changes
Full Changelog: v0.12.2...v0.13.0