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Releases: elringus/sprite-dicing

v2.1.0

10 Sep 21:14
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What's Changed

Full Changelog: v2.0.1...v2.1.0

v2.0.1

27 Jul 11:14
affefb3
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What's Changed

Full Changelog: v2.0.0...v2.0.1

v2.0.0

04 Apr 18:01
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Changes

  • Core logic was rewritten in Rust w/o any dependencies on Unity and is now distributed as cross-engine native library with C ABI, as well as standalone CLI utility.
  • Performance improved by ~3x.
  • Content hashing is now more strict, which fixes rare issue when diced units with subtle differences were considered identical causing minor rendering artifacts.
  • Unity integration has the same old GUI and serialized assets, but uses new native libraries under the hood. Windows x64, Linux x64 and Mac ARM binaries are bundled with the package.
  • Added Separator option allowing to change the separator string used to join generated sprite names located in sub-folders.
  • Improved compression ratio by always discarding transparent mesh quads. To preserve original sprite aspect ratio (eg, for animations), disable Trim Transparent. Disabling the option won't affect the compression ratio, but instead offset mesh vertices and sprite rect to keep the original aspect.
  • Min. supported Unity version changed to 2022.3.

Migration from 1.x

Unity plugin is expected to mostly work same as before, just build atlases faster, while using less memory. Existing serialized assets (sprites, atlas and associated settings) are expected to work with the new version as-is.

One notable difference is that diced unit content hashing is now more strict, which fixes rare issue when units with subtle differences were considered identical causing minor rendering artifacts. With this issue fixed, in the same rare cases, diced atlases may become larger after rebuild, as more diced units would be considered unique.

Another difference is that you no longer have to sacrifice compression ratio to keep original sprite dimensions. Disabling Trim Transparent won't actually keep the transparent quads, but instead offset the vertices and sprite rect for the same effect. Enabling Keep Original over Pivot is no longer required to keep the aspect. The option will instead make sure to overwrite Default Pivot with per-sprite pivot when set via texture import settings, but otherwise has no effect on sprite dimensions.

v1.10.0

05 Jul 05:07
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Min. supported Unity version: 2019.4

Changes:

  • Fixed incorrect mesh data of empty sprites #35 (thanks to @rguerreiro-kb)
  • Use semver in git tag #38

v1.9

26 Dec 16:23
46aa78b
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Min. supported Unity version: 2019.4

Changes:

  • Fixed compatibility with Unity 2022.2 #32 (thanks to @sttz)
  • Added POT option allowing to force atlas textures to be power of two #34 (thanks to @muratGG)

v1.8

16 Oct 18:33
5af5f4a
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Min. supported Unity version: 2019.4

Changes:

  • Added an option to disable trimming transparent areas to preserve original texture dimensions #31

v1.7

15 Apr 09:02
1129ddf
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Min. supported Unity version: 2019.4

Changes:

  • Improved atlas build performance #20
  • Added support for empty textures #22 (thanks to @rafaelGuerreiro)
  • Texture import settings for diced atlases are now preserved on rebuild #24 (thanks to @rafaelGuerreiro)

v1.6

08 Nov 15:43
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Min. supported Unity version: 2019.4

Changes:

  • Improved build time by using Color32 instead of Color
  • Resolved #19 (thanks to @konistehrad)

v1.5

22 Oct 00:08
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Min. supported Unity version: 2019.4

Changes:

  • Improved build time by using pixel arrays instead of textures
  • Improved atlas compression efficiency by using clear pixels for slack areas
  • Added elapsed time counter to the build progress

v1.4

06 Oct 13:52
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Min. supported Unity version: 2019.4

Changes:

  • Added tests for runtime scripts
  • Added tests for texture serializer
  • Added CI and codecov integration
  • Removed unity common dependency in examples