Releases: ceramic-engine/ceramic
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
componentspackage
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
Release v0.12.2
- Add a first draft of
midiplugin - A few gamepad improvements: fix X/Y position on Nintendo controllers, add
LEFT/RIGHT_TRIGGERgamepad axis - Now support parsing of bitmap fonts in XML format (original support still fully supported, both can be used seamlessly)
- Add
clay_allow_default_{touches/mouse_wheel/context_menu}defines to make it easier to export a web app that don't block scroll when inside an iframe - A few other minor fixes
Release v0.12.1
- Add a first draft of
midiplugin - A few gamepad improvements: fix X/Y position on Nintendo controllers, add
LEFT/RIGHT_TRIGGERgamepad axis - Now support parsing of bitmap fonts in XML format (original support still fully supported, both can be used seamlessly)
- Add
clay_allow_default_{touches/mouse_wheel/context_menu}defines to make it easier to export a web app that don't block scroll when inside an iframe - A few other minor fixes
Release v0.12.0
- Fix a problem in
IntFloatMapthat could get much larger than it should in some situations - Add
input.gamepadGyroevent (successfully tested PS4/PS5 controllers on Unity, PS4/PS5/Switch controllers on mac, PS4/PS5 controllers on windows, not supported on web, except via electron runner withceramic_native_bridgedefine, see below). - Add
ceramic_native_bridgedefine to expose some native features to web export (only available when tested via the electron runner). Mostly useful when using web target to iterate quickly without needing C++ compilation. The only addition provided by native bridge currently isgamepadGyroevents but more features could be handled in the future. - Upgrade to SDL
2.0.22on all platforms, except linux, which is now relying on the SDL installed on the host machine (see the Linux section on the platform setup page). - Allow to specify
--ndk-dirand--sdk-diras argument toceramic ndk stackutility.
Release v0.11.0
A large release with a lot of small improvements and bugfixes, but should not contain any breaking changes on any regular project.
- [tools] Quieter post-install
- [runtime] Better handling of ceramic_debug_entity_allocs and ceramic_debug_num_entities defines
- [runtime] Ensure bitmap font pages are not pre-rendering multiple times in parallel
- [runtime] Fix KeyBinding() objects not being destroyed
- [runtime] A few improvements in Collection internals, and add new meta
@skipEmptyfor collection entry fields - [tools] Ensure extra assets paths are absolute (and fix a loading issue related to that)
- [clay] Ensure nintendo gamepad layout is consistent between web & sdl
- [spine] Minor change to help track animate() calls
- [elements] Fix crash when creating an Im window without anything inside
- [web] Ensure display is ready (and with the right size) before firing app's ready event
- [http] Draft http backend using tink_http
- [http] When building from mac, use curl CLI because of issues using hxcpp's SSL (That fallback can be disabled with
ceramic_http_no_tinkdefine) - [runtime] Add enabled property to InputMap (true by default, set to false to disable this input map)
- [spine] SpineBindVisual: Allow to bind color of any kind of visual, but disable by default on visuals that are not Text, Quad or Mesh
- [spine] Add optional begin and complete callback for each animation in a montage
- [spine] Fix 4.0+ export config files not working
- [elements] Fix EditText/SelectText key bindings not being detected within Im fields
- [ui] Add TextView.minHeight property (convenient on multiline text where we still want a minimum height)
- [elements] Tweak a few values to make elements fields sizes more consistent
- [clay] Always update app.textInput modifier key state to prevent unexpected input issues
- [elements] When using CTRL + SPACE to get autocomplete suggestions, display whole (scored) list if nothing else is relevant
- [tracker] Add missing docs in computed fields
- [spine] Do not assign a null skin in SpineMontage
- [runtime] Check that scene is not destroyed within scene system update
- [runtime] Always reverse premultiplied alpha when exporting texture to PNG, unless explicitly stated otherwise
- [tools] Provide a way to add generate files from plugins
- [ui] Add ImageView.imageQuadInheritsAlpha property
- [clay] Fix scan codes being incorrect when using web target
- [tilemap] Slightly more meaningful warning
- [unity] Various C# target fixes
- [unity] rename offset to offset_ because it's a reserved keyword in shaderlab (note: should be improved to handle all reserved keywords?)
- [unity] Fix error when setting texture filter on render texture
- [unity] Fix pressing multiple keys messing up input states
- [unity] Mute some warning generated by haxe on C# code
- [unity] Properly support reading pixels from a render texture (it was only working on regular textures)
- [elements] PendingChoice -> PendingDialog (because we'll use it for more than just choices)
- [clay] Fix crash when failing to load a sound
- [elements] Add Im.prompt()
- [web] Try to get better handling of shift + any key
- [runtime] InputMap: allow to emulate axis with key codes, scan codes and gamepad buttons
- [web] Fix screen staying black in some situation because the canvas never get sized properly
- [clay] Fix toggling fullscreen multiple times not working on windows
- [tilemap] Fix parsing of CSV tile arrays on C++ target (windows)
- [tools] Fix parsing of windows drives
Release v0.10.0
When installing ceramic via git:
- Change the way bundled node is installed
- Freeze most node dependencies
- Now use
npm ciinstead ofnpm installto make builds more reproducible
Other updates:
- Add more browser color names in
ceramic.Color(thanks @foreignsasquatch!)
Check the git history for more details.
Release v0.9.7
- Many fixes and improvements in elements immediate UI
- Various bugfixes in ceramic runtime
- First implementation of InputMap API (to unify gamepad, keyboard input into meaningful actions etc...)
- Add Utils.command()
- Less verbose when installing haxelib dependencies
- Better handling of resizing on web
Check the git history for more details.