v0.13.1
Pre-releaseBetter asset navigation
Often times, you'll have several folders that each contain a scene, maybe a script and various elements used together with those. Since the folders will already be named to reflect their purpose, it would make sense to simply call the scenes "Scene" or "Prefab", for instance.
But until now this wasn't very pratical because when working with two assets of the same names, their label would be indistinguishable in the tabs bar.
Asset tab labels will now display as much of the path as possible. If the path is too long, it will intelligently ellipsize the left-most parts.
The asset selector (that you can trigger with Ctrl+P
or Ctrl+O
) now ignores slashes just like spaces, making for a better search experience.
Future license!
We've (pretty much) settled on the ISC license for the upcoming open-source release of Superpowers.
The ISC license is probably the single most permissive and simplest open source license around. Its text is short and to the point, which we like. No extra long legal mumbo-jumbo.
For those who know them, it's quite similar to the MIT and BSD licenses, but with unnecessary wording removed.
New storage APIs
The Sup.Storage
APIs were limited to saving strings, which required manually stringifying JSON. No more! Sup.Storage.getJSON
and .setJSON
are here, and with them comes the ability to provide a default value too, for the first time your game runs.
This results in much simpler code. See the Storage tutorial for details.
Noteworthy fixes and improvements
- Sup.Math.Vector2 fields can now be customized in behavior component editor
- Fixed
Sup.Actor.setEulerZ
which did nothing - Tile maps now take up less space on disk
Sup.Asset
no longer has list of children, onlySup.Folder
does now