Hello again everyone! The latest build went up Wednesday afternoon. You can find additional info in the video and changelog below. We've decided to delay bones one more build to get them working better with the other new features introduced in this build. Bones should be working nicely with the new deformation features when the next build is ready in roughly two weeks.
We're pretty excited about what's up ahead and the state of the roadmap to 1.0. Once the bone build is released, one or two builds later we will reintroduce strokes, now using and interacting with all the new systems and features. The flexibility of all these features working together should allow for some really cool possibilities. After the stroke build, there are just three main 'phases' left until a feature complete beta and 1.0. Well, really more like two and a half.
The first phase will consist of a bunch of small essential features that will flesh out the program and make it feel complete. These will be all the basic functions like multi-selection, animation management, copy/paste, delete, image/video export, etc. Also, during this phase we will be polishing the user experience, streamlining the workflow, and of course eliminating all the bugs we can find. Each build during this phase should feel like a substantial step toward 1.0.
The second phase will be implementing the last major 1.0 feature, which will be image swapping. We want image-swapping to feel easy and natural to work with as part of the larger set of deforming features, so it's not as straightforward to implement as it might seem at first. The systems that power the image-swapping will also be a big part of what powers a lot of the post 1.0 features, so this will most likely take more than one build to fully flesh out. When image swapping is ready we will be in feature complete beta. This means the program should have all the functionality of 1.0, though it may still contain bugs or minor usability issues.
Finally, the last half-phase will be any refactoring maintenance under the hood that still needs to be done. I will also take this opportunity to separate the editor portion and the runtime portion of the save format if that hasn't already been done yet. And of course, again we will squash any major known bugs before we call it 1.0. Upon 1.0 release, we will release the Mac and Linux versions as well. Thanks again everyone for your patience during this long journey. We're nearing the home stretch.
New 0.0.0.18 features:
Bone features delayed until 0.0.0.19:
Added a new pop-up menu item when right-clicking a mesh to choose a deformer for that mesh (pin deformation has been moved here)
Added quad patch deformation
Added bezier patch deformation
Added the ability to add additional child meshes to any deformer (see help for additional information)
Changes and Enhancements
Pin deformation no longer automatically applied to a mesh. It can now be accessed by right clicking a mesh, and accessing the deformer menu
Help now supports multiple pages of information
Undo and Redo don't always function correctly with the new features
Visual bug when dragging out new images. Sometimes image disappears momentarily
Visual bug when first applying a deformer to a new child. Image sometimes shifts momentarily
Double entries for images in z-order
Changes to z-order in rigging mode not reflected in animation
Occasional visual glitches while editing animations
Save and Load not working reliably in all situations
Images saved from certain image editors will acquire artifacts when they have antialiased edges where the alpha isn't fully opaque or transparent. These issues aren't exclusive to Spriter 2 and will affect any game engine that doesn't preprocess them. These pre-processing functions will be introduced in a future version, and can be ignored for now.
Dragging out more than one of the same images doesn't function correctly.
Changelog appears every time you open the software, instead of just the first time you open the new version