Releases: SirRamEsq/SmartShape2D
Releases · SirRamEsq/SmartShape2D
v3.1.0
This release contains many performance and quality-of-life improvements as well as bug fixes.
We appreciate the contributions from everyone who helped make this release possible. Thank you!
What's Changed
- Use correct inverse when applying transform of SS2D shape on collision polygon by @Gyoshi in #144
- Performance improvements by @mphe in #147
- Fix create tool alt mode not working by @limbonaut in #149
- Automatically select vertex edit tool when the selected shape is not empty by @mphe in #148
- Update
repeat
info for godot 4 by @patcorwin in #154 - Refactor index-tuple implementation by @mphe in #155
- Improvements to edge generation by @Technostalgic in #156
- Optimize corner quad generation by @limbonaut in #160
- Optimize collision generation performance by @mphe in #159
New Contributors
- @Gyoshi made their first contribution in #144
- @patcorwin made their first contribution in #154
- @Technostalgic made their first contribution in #156
Full Changelog: v3.0.0...v3.1.0
v3.0.0
It's the first official release for Godot 4. We appreciate the contributions from everyone who helped make this release possible. Thank you!
What's Changed
- Reduce CPU usage by removing _process from editor plugin by @mphe in #75
- randomize texture choice in edge material by @atngames in #77
- bug correction on vertex index by @atngames in #78
- Gut refactoring by @SirRamEsq in #81
- Merge w Crazy Stewie's latest by @SirRamEsq in #84
- Normal fix by @SirRamEsq in #85
- Fixes #87: Uses corner texture for wrap around corners on closed shapes by @RobRuana in #88
- Fixes #91: Instead of adding extra edge to fix corner wrap around, add the corner quad directly by @RobRuana in #92
- Fixes NormalRangeEditor UI, prevents range from growing when changing start angle by @RobRuana in #93
- Added a Freehand draw functionality. by @RPicster in #96
- update to godot 3.4.2 and fix error when loading project for the first time by @nathanfranke in #99
- Slightly offset vertex info panel to be less obstructive by @mphe in #107
- Fix error spam when the shape is empty by @mphe in #106
- Fix anchors resetting shape path on _exit_tree by @mphe in #105
- Add "Show behind parent" option for fill textures by @mphe in #103
- Improve anchor positioning on non-bezier segments by @mphe in #104
- Fixes #97 by @remorse107 in #108
- Godot 4.0 Port by @limbonaut, @mphe and @naturally-intelligent in #115
- Improve UX and performance with deferred updates and small optimizations by @limbonaut in #118
- Performance improvements and refactoring by @mphe in #120
- Fix Godot 4.1 errors by @limbonaut in #126
- Added documentation for fill_texture_z_index by @stephanbogner in #130
- Improve UX when creating open and closed shapes by @limbonaut in #123
- Center Pivot button, UI improvements by @Pizzaandy in #132
- GitHub workflows to run unit tests by @limbonaut in #136
- Additional fill texture options by @stephanbogner in #135
- Improved editing for transformed shapes (again) by @Pizzaandy in #134
- Update docs by @limbonaut in #137
New Contributors
- @mphe made their first contribution in #75
- @atngames made their first contribution in #77
- @RobRuana made their first contribution in #88
- @RPicster made their first contribution in #96
- @nathanfranke made their first contribution in #99
- @limbonaut made their first contributions in #115
- @stephanbogner made their first contribution in #130
- @Pizzaandy made their first contribution in #132
Full Changelog: v2.3.0...v3.0.0