Jump to content

New Spriter 2 Alpha build 0.5.0.0


lucid
 Share

Recommended Posts

0.5.0.0

 

Change Log

Additions

  • Added ability to delete keyframes in Animation Mode
  • Added ability to cut, copy, and paste keyframes in Animation Mode
  • Added ability to cut, copy, and paste objects in Rigging Mode

 

Bug Fixes

  • Fixed a bug where you couldn't drag out more than one of the same image at a time
  • Fixed a bug where strokes would alter their children when being redrawn while in Rigging Model
  • Fixed several bugs with certain undo/redo operations dealing with strokes and ligaments that caused unpredictable behavior
  • Fixed bug where timeline ruler lines would disappear when the timeline was scrolled or zoomed by certain amounts
  • Fixed bug where keyframes were sometimes not clickable
  • Fixed a bug where double-clicking to create a keyframe based on the current object state for child objects wouldn't use the correct transformed child value for the new key
  • Fixed a bug where under certain circumstances, altering the hierarchy would break previously established rigs

 

Known Issues

  • Meshes above a certain number of verts cause pin deformer to fail and leave the program in an unstable state
  • Undo and Redo don't always function correctly with the new features
  • 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.

 

 

 

 

 

Link to comment
Share on other sites

  • lucid changed the title to New Spriter 2 Alpha build 0.5.0.0
6 hours ago, Gjergji said:

0.5 , thats a huge leap. A bit late on the video tutorial tho

While we incremented previous build numbers, it was purely sequential instead of being based on progress towards a core-feature complete version 1.0. Now that we're much closer to that we figured we should start updating the build numbers accordingly

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...