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+Version History
+---
+
+# 2.x
+## 2.2
+January 4th 2021
+## Fix
+- Fix for crash that would occur when points were aligned *just* right
+- See issue 66
+ + https://github.com/SirRamEsq/SmartShape2D/issues/66
+## Features
+- Each Edge Material can now have a Material (Shader)
+- Each Edge Material Meta can have a z-index and z-as-relative set
+- See issue 64
+ + https://github.com/SirRamEsq/SmartShape2D/issues/64
+
+## 2.1
+December 14th 2020
+### Significant Changes from 2.0
+- Improved Width handling
+- Improved Welding
+- Rendering is now achieved by having multiple child-nodes each render a piece of the shape
+ + Previously, all the rendering was done by the shape node
+ + Improves performance
+ + Fixes lighting bugs
+- Point Creation mode reimplemented
+ + Mode active by default
+ + Can be exited by pressing ESC
+- Several usability additions
+ + Hotkey for grabbing closest point
+ + Hotkey for creating new shape at point
+ + Width Grabber for closest point
+ + Preview for adding points
+- Several Bug fixes and issues closed
+### New Features
+- Meta Shapes Introduced
+- "Fit mode" added to edge material
+ + Can either squash and stretch the texture or crop it
+### Minor Changes
+- Changes to GUI Theme
+ + More in line with standard Godot
+- Add windows scripts for running unit tests
+- Changed default snap settings to 8x8 pixels
+
+
+## 2.0
+September 7th 2020
+### Significant Changes from 1.0
+- Edge Textures are no longer determined by a cardinal direction (UP, DOWN, LEFT, RIGHT)
+ - Instead, a starting and ending normal angle is specified for each edge
+- Textures are now defined per-edge instead of per-shape
+### New Features
+- Taper textures
+ - Instead of simply ending, the user can have an edge "taper-off"
+- Editing by Edges
+- Material Overrides
+### Internal Changes
+- Completely overhauled everything
+- A rudimentary constraint system is in place
+ - Closed shapes will add a point when closing, then constrain the added point's position to the first point
+- Points are no longer refered to by index, they are refered to by keys
+ - This enables points to have relationships that aren't affected when:
+ - Adding/Removing a point
+ - Changing orientation of the poly
+- Many Unit and Integration tests
+ - Refactored original working code to better support testing
+- Kept original scripts and classes from version 1.0 to ease importing
+
+# 1.x
+## Changes in 1.3
+This update primarily fixes bugs and improves existing features to be more usable.
+### Changes
+- Merged top/left/right/bottom offset into one variable. render offset
+### Fixes
+- Input bugs
+- Edge Flipping
+- Polygon orientation bugs
+- Quad Welding
+- Corer quad generation and welding
+- Collision variables in the RMSmartShapeMaterial working as intended
+
+## Changes in 1.2
+### Tweaks
+- Refactoring
+- Toolbar takes less space
+- Minor bug fixes
+
+### New Features
+- Bezier Curves!
+ - Hold shift on a control point to create a curve
+- Corner Quads!
+ - Both inner and outer corner quads are now generated
+ - Textures can be speciied for each direction of both inner and outer quads
+- Edge Moving!
+ - Can move an edge (two points) by pressing SHIFT in move mode and dragging the edge
+
+## Changes in 1.1
+- Refactoring
+- Fixed Errors Occuring when Texture Arrays are size '0' but not null
+- Fixed sync between texture, flip, and width indicies
+ - Would sometimes share a single array between the 3 vars
+ - Are all unique now
+
+- Snapping
+- More informative toolbar
+
+## Changes in 1.0
+- Fixed many debug errors reported related to indexing beyond array sizes
+- Fixed control point wrapping of RMSmartShapeAnchor2D nodes anchored to RMSmartShape2D nodes.
+- Tested on newly released 3.2 Godot.
+
+## Changes in 0.91
+- Edges are calculated in relationship to object space instead of screen space
+- Added option to allow user to let the object recalculate edges based on screen space.
+- Fixed uv calculations for flipped textures.
+- Fixed uv bug for edge sections less than half the size of texture width
+- Added option to allow for a RMSmartShapeAnchor to mimic scale of monitored node
+- Removed sections of code related to clockwise versus clockwise checks, very specifically regarding the direction of texture edges.
+- Corrected normal texture bug for fill and edge rendering