Releases: Inochi2D/inochi2d
Releases Β· Inochi2D/inochi2d
v0.8.7
v0.8.6
What's Changed
- Updated numem
- Fix drawBounds not using oneTimeTransform by @r888800009 in #66
New Contributors
- @r888800009 made their first contribution in #66
Full Changelog: v0.8.5...v0.8.6
v0.8.5
- Made the Deformation struct nogc compatible, allowing inmath 1.2+ to be used.
- Bumped versions of some dependencies.
Full Changelog: v0.8.4...v0.8.5
v0.8.4
What's Changed
- Fix tint not applying when bound to a parameter by @Draconizations in #54
- V0 8 maintain by @seagetch in #55
- Add flipped map modes to SimplePhysics by @grillo-delmal in #58
- Fix for Inochi-Creator Issue 342 - Transparent img export post-process. by @ShadowMarker789 in #59
- Always stop an animation at the last frame by @grillo-delmal in #60
- Update physics if physics nodes are moved by MeshGroup. by @seagetch in #61
- Lock inmath to 1.0.6 on v0_8 branch by @grillo-delmal in #63
- Fixed compilation for D frontend 2.105.0+
New Contributors
- @Draconizations made their first contribution in #54
- @grillo-delmal made their first contribution in #58
- @ShadowMarker789 made their first contribution in #59
Full Changelog: v0.8.3...v0.8.4
0.8.3
0.8.2 (Hotfix)
- Fixed invalid NaN serialization causing broken models
Full Changelog: v0.8.1...v0.8.2
0.8.1
- Added "Glow (Add)" blending mode (as seen in Clip Studio Paint)
- Added non-coherent blending for older GPUs
- Added Chinese (simplified) translation for README (@Richardn2002 in #43)
- Added multi-stage blending support
- Added GL_ARB_sample_shading for AMD GPUs in advanced blending shader
- Updated README.ja.md (@scrwnl in #46)
- Updated composite shader structure
- Updated part shader structure
- Removed superfluous NV extension for blending
- Fixed wrong blending mode for dbgdraw
- Fixed blending equation not being reset in renderScene (@gsamudra in #45)
- Fixed isSet and translation for INP exports (@seagetch in #47)
- Fixed invalid draw buffer state after part drawing
- Fixed invalid rendering on Intel and AMD GPUs causing elements to be rendered as black squares.
- Changed OpenGL implementation to use i2d-opengl fork
- Changed
relZSort
to return aref float
- Optimized blending code
New Contributors
- @Richardn2002 made their first contribution in #43
- @gsamudra made their first contribution in #45
- @scrwnl made their first contribution in #46
Full Changelog: v0.8.0...v0.8.1
0.8
Inochi2D Beta 0.8.0
- Added runtime updates for Driver anchors
- Added getDrivers to Puppet
- Added inDrawTextureAtRect
- Added inGetFramebuffer
- Added inGetClearColor
- Added inWriteINPPuppetMemory
- Added new TmpNode type, a node which does not get saved to file.
- Added ability to splice EXT_SECT
- Added cubic and bicubic interpolation modes
- Added a 10 second limit to physics calculations
- Added new animation system
- Added AnimationPlayer class
- Added Emission Strength option to Parts
- Added MeshGroup Node (@seagetch in #30)
- Added new security issue reporting form (See SECURITY.md)
- Added visual transform to Puppet, this transform doesn't affect the physics system
- Added masking support to Composite nodes
- Added new multi-stage deserializer
- Added parameter binding interface for SimplePhysics node
- Added Overlay blending mode
- Added Darken blending mode
- Added Lighten blending mode
- Added Color Burn blending mode
- Added Hard Light blending mode
- Added Soft Light blending mode
- Added Difference blending mode
- Added Exclusion blending mode
- Added Inverse blending mode
- Added Destination In blending mode
- Added partial serialization capability (@seagetch in #36)
- Fixed textures not getting garbage collected correctly
- Fixed physics being broken with non-uniform scaling
- Fixed transform matrices getting clobbered
- Fixed excessive texture state changes
- Fixed invalid masks causing crashes on load
- Fixed inUpdate not being called on driver reset
- Fixed empty Composite nodes still rendering their prior contents.
- Fixed post processing pipeline rendering after-images.
- Fixed glViewport not being called when changing Inochi2D viewport
- Fixed unclosed INP file handle (@moderatelyConfused in #27)
- Fixed how one-time transformation are applied to Drawables (@seagetch in #32)
- Removed PathDeform node
- Removed pretty-json export
- Changed default screenColor for inDrawTextureAtPosition
- Changed framebuffer to be HDR
- Changed post-processing bloom effect to utilize HDR.
- Changed post-processing bloom effect to utilize mipmaps
New Contributors
- @moderatelyConfused made their first contribution in #27
- @seagetch made their first contribution in #30
Full Changelog: v0.7.2...v0.8.0
Beta 0.7.2
v0.7.2 Add node path calculation to node
Beta 0.7.1
Inochi2D Beta 0.7.1
- Added interpolation modes for parameters
- Added new Composite node
- Composite nodes act like Photoshop layer-groups in that they allow you to combine the rendering output of multiple subnodes, then blend them as one unit
- Added duplication functionality for Deformations (contributed by @asahilina)
- Added duplication functionality for Parameters (contributed by @asahilina)
- Added a new system of drivers for physics handling (contributed by @asahilina)
- Added new SimplePhysics node that can apply worldspace physics information to parameters. (contributed by @asahilina)
- There's 2 modes for SimplePhysics, one that's a stiff pendulum and another that's a bouncy string.
- Added the ability to reorder nodes internally.
- Added default values for parameters
- Added new ClipToLower and SliceFromLower blending modes
- Changed masks so that their opacity doesn't affect masking threshold
- Changed how masks are processed so they now are done in a stack
- Using Dodge and Mask together in combinations allows for procedually defining complex mask shapes by cutting in and out of the mask.
- Fixed a bug where deform stacks weren't cleared for disabled nodes.
- Fixed aliasing problems with Deformation instances
- Fixed various crashes on Windows
NOTE
The old locking system will be removed in the next release, we strongly recommend NOT relying on that feature. You may use Lock to Root instead which will be the new way to handle locking.
Full Changelog: v0.7.0...v0.7.1