Releases: AristurtleDev/monogame-aseprite
Version 6.0.0 Release
Version 6.0.0 Release
With this release, the entire processing core has been removed and is now using AsepriteDotNet to perform all of the file processing.
Creation of various types such as Sprite, Spritesheet, TextureAtlas, etc has been sightly adjusted. Please see the examples in the examples directory for information on usage until I can update documentation.
Version 5.1.3 Release
The following changes were implemented:
Updates from 5.1.3-beta-1
- Added
MonoGame.Aseprite.Configuration
- When set to
false
this will assume frame index gets from theAsepriteFile
start at index 1 and not 0. This is so that the frame index you reference visually matches what the Aseprite UI shows for artists that are no programming zero-indexed savvy
- When set to
Updates from 5.1.3-beta-2
- Removed
MonoGame.Aserpite.Configuration
- Moved
ZeroIndexedFrames
to be property ofAsepriteFile
- Added unit testing for
AsepriteFile.ZeroIndexedFrames
functionality
** Updates from 5.1.3-beta-3**
- Added proper support for new tile rotation introduced in Aseprite 1.3
5.1.3 update
- Fixed issue where Indexed mode would cause exception during load due to Aseprite 1.3.5 file spec change
Version 5.1.2 Release
This version brings the following changes
- Resolves issue #93 where AsepriteFile.TryGetSlice always returned false even when slice exists
Verson 5.1.1 Release
This version brings the following changes
- Resolved issue where using Linked Cels can cause an out of bounds exception.
Verson 5.1.0 Release
This version brings the following changes
AsepriteCel
properties were made public (thanks @SephDB)AnimatedSprite
now supports setting frame both on initial play and during playback.- See
AnimatedSprite.SetFrame(int)
for API documentation on setting frame during playback - See
AnimatedSprite.Play(int?, int?)
for API documentation on setting initial starting frame during play.
- See
Version 5.0.1 Release
This version release brings in the following changes:
- Resolved issue where
MonoGame.Aseprite.dll
assembly reference was required for theMonoGame.Aseprite.Content.Pipeline.dll
assembly in the mgcb-editor (Closes #76) TextureRegion.TryGetSlice
andTextureRegion.TryGetSlice<T>
methods added (credit: @fdrobidoux)
Version 5.0.0 Release
This version brings in several changes and adds support for Aseprite 1.3-rc1. The following changes have been implemented.
- Resolved issue where reversing an
AnimatedSprite
would cause an exception. - Added
AsepriteFileReader.Read(Stream)
method to support reading Aseprite file withTitleContainer
stream (Closes #49) - Added new processors for the mgcb-editor when pre-processing content using the mgcb-editor. These include:
- Sprite Processor
- SpriteSheet Processor
- TextureAtlas Processor
- Tileset Processor
- Tilemap Processor
- AnimatedTileMap Processor
- Support for Aseprite 1.3-rc1
- Support for User Data for Tiles added
- Tile User Data can only be set in Aseprite through the LUA Scripting API at this time.
- Support for new tag "Repeat" field added.
- Support for new
PingPongReverse
loop direction added. Animatedsprite
instances are no longer coupled to theAnimationTag
used to create them. TheAnimationTag
now is only used to create theAnimatedSprite
and after creation, properties such asAnimatedSprite.IsReversed
affect only that instance.AnimatedSprite.Speed
property added to control rate of animation speedAnimatedSprite.Play()
added.AnimatedSprite
will need to be explicitly told to play using theAnimatedSprite.Play
method.- Parameter for method provided to override the loop count
- Support for User Data for Tiles added
[HotFix] Version 4.0.6
This hotfix resolves the following issues;
- Removed package dependency on DesktopGL (Closes #66)
[Hotfix] Version 4.0.5
This is a hotfix release to resolve the following issues:
Slice.Origin
value is not set property in constructor. (Closes #64)
[Hotfix] Version 4.0.4
This is a hotfix release to resolve the following issues:
AnimatedSprite.Update(float)
changed toAnimatedSprite.Update(double)
(Closes #51)AnimatedTilemap.Update(float)
changed toAnimatedTilemap.Update(double)
(Closes #51)AnimatedSprite.Update(double)
andAnimatedTilemap.Update(double)
now expect the value being passed to be a representation of elapsed seconds and not elapsed milliseconds. This is in-line with the common use case of delta time being representative of seconds elapsed and not milliseconds elapsed. (Closes #61)