ChangeLog

Version 2.0.0

Date

Feb 28, 2022

πŸŽ‰ v2.0.0 release of PyASGE πŸŽ‰

Moving to 2.0.0 due to general stability in the wild. Whilst performance still needs further optimisations the engine has been stable under use and the features implemented are working as intended.

Known Issues

  • Generating SDFs for font faces can be slow.

  • Rendering large numbers of sprites i.e. many thousands can bottleneck the CPU. This appears to be the cost of β€œcasting” them back to the correct types in the C++ library.


Version 2.0.0a2

Date

Jan 17, 2022

  • Added support for loading font atlases directly from the file system.

Notes Pleas see previous notes on alpha1 regarding compatibility.


Version 2.0.0a1

Date

Jan 14, 2022

Notes A pre-release version of the upcoming 2.0.0 release. There have been a significant number of improvements and features added to ASGE including support for proper viewport scaling, SDF font rendering and a new Tile data structure. Due to the wide spread changes a pre-release cycle is being used.

Some of the changes have broken API compatibility so users upgrading should expect some minor issues that would need resolving.


Version 1.1.0

Date

Nov 17, 2021

Notes

  • Attempts to fix the font bounds calculations again. However, existing fonts may now render smaller. The solution to this is to simply increase the imported size of the font.

  • Mipmaps have been enabled for font rendering in ASGE


Version 1.0.3

Date

Nov 16, 2021

  • Bumped ASGE version [c9f1012] (#126fb00)

  • Added a new logger that can be used for output to stdout(#a27f39e)

  • Introduction of Unity style fixed updates(#a0aed58)

  • Added field for MSAA support in Game Settings(#cdb1768)

  • Support for MSAA Render Targets(#4a5e736)

  • Updated documentation and examples

Notes

  • Fixes bug with flipping sprites on the X axis

  • Fixes bug with only DEBUG channel working for std out

  • Removes sub-pixel clamping in the vertex shader, instead relying on the use of MSAA

  • Introduces but does not force the use of a fixed update function. Update is now variable and can be considered a frame update


Version 1.0.3

Date

Oct 1, 2021


Version 1.0.1

Date

Oct 17, 2021


Version 1.0.0

Date

May 14, 2021

πŸŽ‰ v1.0.0 release of PyASGE πŸŽ‰

  • Added property to access window’s pixelbuffer resolution (#5b6d043)

  • Allow texture specific UV wrapping modes (#b88c4f1)

  • Allow setting of default mag filter when scaling textures (#e2e27e9)

  • Bumped ASGE version [82aef53] (#2a0dca0)

Known Issues

  • None reported as this time


Version 1.0.0b3

Date

May 11, 2021

Known Issues

  • Setting custom shaders can also effect previous render calls where the default shader was in use, resulting in both rendered quads using the same custom pixel shader. To resolve this use self.renderer.shader = None when the default shader is desired.


Version 1.0.0b2

Date

April 26, 2021

Known Issues

  • Nvidia cards on Linux do not render correctly.

  • Setting custom shaders can also effect previous render calls where the default shader was in use, resulting in both rendered quads using the same custom pixel shader. To resolve this use self.renderer.shader = None when the default shader is desired.


Version 1.0.0b1

Date

April 20, 2021

πŸŽ‰ Initial public release of PyASGE πŸŽ‰

This is the first public release of PyASGE. It is considered beta quality. From this point onwards any changes to v1 will be made with backwards compatibility in mind as the API can be considered stable. Changes that break the API will result in a major version bump.

Known Issues

  • Nvidia cards on Linux do not render correctly.

  • Setting custom shaders can also effect previous render calls where the default shader was in use, resulting in both rendered quads using the same custom pixel shader.