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New Spriter 2 Alpha build


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Change Log


  • 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.






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  • lucid changed the title to New Spriter 2 Alpha build
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

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