ChangeLogο
Version 2.0.0ο
- Date
Feb 28, 2022
π v2.0.0 release of PyASGE π
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.
Support for GamePad lists(#4ad2c28)
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 βcastingβ them back to the correct types in the C++ library.
Version 2.0.0a2ο
- 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 2.0.0a1ο
- 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 1.1.0ο
- Date
Nov 17, 2021
Added a new function to calculate Y bounds for text (#bdb3a54)
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 1.0.3ο
- Date
Nov 16, 2021
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 1.0.3ο
- Date
Oct 1, 2021
Version 1.0.1ο
- Date
Oct 17, 2021
Version 1.0.0ο
- Date
May 14, 2021
π v1.0.0 release of PyASGE π
Added property to access windowβs pixelbuffer resolution (#5b6d043)
Allow texture specific UV wrapping modes (#b88c4f1)
Allow setting of default mag filter when scaling textures (#e2e27e9)
Known Issues
None reported as this time
Version 1.0.0b3ο
- Date
May 11, 2021
Added property to access desktop resolution (#7eac3cb)
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 = Nonewhen the default shader is desired.
Version 1.0.0b2ο
- 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 = Nonewhen the default shader is desired.
Version 1.0.0b1ο
- Date
April 20, 2021
π Initial public release of PyASGE π
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.