VisEditor 0.3.2 was released. Download link
Editor Version: 0.3.2
- Improved: Texture cache speed improved - new texture are available immediately after they are added to project assets. Fixes issues when large textures were loading infinitely.
- Improved: Entity Properties will now show when field is locked and can’t be edited
- Improved: When multiple entities are selected and ID is ambiguous then it will be marked in Entity Properties
- Improved: If some scene assets are missing then dialog with missing files list will be showed
- Added: #58 - Polygon auto tracing (available via Polygon Tool)
- Added: Crash and internal exception reporter
- Added: Option in default exporter to package separate texture atlas for each scene
- Fixed: #130 - Exit dialog not showed on non Windows OSes
- Fixed: Unable to open variables settings dialog for newly created scenes
- Fixed: Minor bug: tabs panel wrong height
- Fixed: Invisible TTF fonts
- Fixed: Unable to change Z index and scale when using text entities with auto set origin to center enabled
- Fixed: Undoing entity delete could place it at wrong position
- Fixed: Crash when user tried to drag atlas region before any scene had been opened
- Fixed: Twitter view URL parsing issues
- Fixed: When opening new scene selection tool as used instead of currently active tool
- Fixed: [https://github.com/kotcrab/vis-editor/issues/181] - invalid rotate and scale tools size when using non default pixels per unit values
- Fixed: Error when opening project that doesn’t have
vis/assets/gfx
folder
Runtime Version: 0.3.2 (LibGDX 1.9.3, Artemis 1.3.1)
- Updated to LibGDX 1.9.3
- Updated Spine plugin to use spine-libgdx-runtime 3.2.0
- Fixed: Changing entity tint could affect tint of all entities
- Fixed: FitViewport was not applied when rendering
- Fixed: Spine runtime was not allowing not use multiple instances of same animation with different scales
- To get
SpineAsset
assets fromAssetManager
usespineAsset.getArbitrarySkeletonPath()
instead ofspineAsset.getSkeletonPath()
- To get
- API Addition:
Scene#getPixelsPerUnit()
,#getWidth()
,#getHeight()
- API Addition:
Tint#set(int rgba)
,Tint#set(float r, float g, float b, float a)
,Tint#set(Tint other)
- API Addition: constructor
VisSpriter (Loader<Sprite> loader, Data data, float scale, int entityIndex)