Panthera 2.0 Editor Update
Hello! Not so long I released a huge update for Panthera 2.0 Editor, which brings the awesome "Template animations" feature. Now you can re-use animation files to make a composition of them, design a separate widgets with their animations and use them etc
Here is a changelog from the latest release:
Updated Getting Started Page
https://github.com/Insality/panthera/blob/prerelease/docs_editor/getting_started.md
Hotfixes
v1114 Fix for Linux/Windows loading issues Add Linux ARM build
v1120 Fix for atlas and luminance images issue Font size now can be changed in runtime
Dependencies
https://github.com/Insality/panthera/archive/refs/tags/runtime.5.zip
https://github.com/Insality/defold-tweener/archive/refs/tags/5.zip
Changelog Editor
Panthera 2.0 Editor Release Upcoming
Changelog
- Add
Template Animations
- Currently, it automatically search for the
{GUI_NAME}_panthera.lua
file nearby with binded GUI or Collection file. - If animation exists, you able to select and play template animations from this file
- If not, you can double click on template node to create a new animation file for this template
- To add Animation Key, select the template and select the animation in the list from
Play Animation
dropdown - While using Lua format, all template animations will be explicity required in project file
- It means you can get build-time errors if any of animation is not exists
- Currently, it automatically search for the
- Add
Animation Project Info Preview
- When selection animation project at Home tab, the animation information will be shown in the preview panel on the right
- Contains information:
- Animation list with Duration
- Used nodes and their properties
- Used event ids
- Used template animations in
- Add
Filter Nodes panel
- You able to search nodes by names
- You able to exclude nodes by add
!
prefix, example:!text
- You able to group them with space, like
enemy_prefab !root
- Fix Windows issues
- The several issues with the paths on Windows was fixed, the editor should work better on Windows now
- Better Copy-Paste for timeline keys logic
- Several fixes about how timeline keys should be copied to and more correct keys distribution in various cases
- Add support for the Defold Atlas pivot points feature
- Max supported atlas size is now
8192x8192
(increased from4096x4096
) - Template transform now applies to all root nodes instead of using template transform
- Now the animation of root properties will be more correct, since template nodes inherit tempalte transform in runtime
- Add
Show at Desktop
right click menu for all template nodes in Nodes List View - Add
Fold/Unfold Nodes
button in Animation Mode - Add
Inspector
for Defold/Lua Project- You able to open Defold project as a folder or ready
json
LLS export file - The LLS should be installed, the path can be customized in Panthera Editor Settings
- This Inspector allows easily inspect all Lua annotations in one place
- You able to open you code editor at the place where class or function is defined
- You able to adjust your code editor settings in Panthera Editor Settings
- Probably open
folder
only works on MacOS with LLS installed in the system
- You able to open Defold project as a folder or ready
- Add
Panthera Editor Settings
- You able to custom an various path for the
Inspector
project - You able to customize the default easings for the new created Timeline Keys
- You able to custom an various path for the
- Add
Select Nodes by Keys
feature- Currently this option placed in right-button settings menu
- When option is enabled, on selection timeline keys all relative nodes will be selected
- It raise the comfort with nodes while operating only with timeline keys
- Timeline Panel UI/UX Improvements
- All selected nodes and properties will be highlighted
- Add
Panthera Editor Settings
per Defold Project- You able to create a custom editor settings which will be applied to all animations in this project
- Create a
panthera_editor_config.json
file in the project root to customize the editor settings - You can set another path in
game.project
file inpanthera.panthera_editor_config
field
- Update for new Defold
- Font Size can be changed at runtime without reloading
- Various Fixes in Defold collections exports
- Fixes with atlas with luminance image type
panthera_editor_config.json
example:
{
"timeline_key_numbers": false,
"custom_event_ids": [
{
"event_id": "my_event",
"default_data": "icon_id"
},
{
"event_id": "my_event_2",
"default_data": "username"
}
],
"timeline_colors": {
"position_x": "#EB6262",
"position_y": "#55CC6F",
"position_z": "#80C0E3"
},
"font_size": 40
}
Changelog Runtime
- Add support for
Shadow
andOutline
properties for text labels - You can use a hashed animation id:
hash("animation_id")
to specify the animation.- Useful if you want to specify the animation from the script properties (via
go.property
).
- Useful if you want to specify the animation from the script properties (via
- The
panthera.set_time
now trigger Events in forward time change- Not triggered in reverse time change
- Additional checks for deleted nodes in the animation playback
- Only for game objects
- Add global Panthera speed modifier (
panthera.SPEED
)- Now you can adjust speed with three modifiers
- global (
panthera.SPEED
) - state (
animation_state.speed
) - instance animation (
animation.speed
)
- global (
- Now you can adjust speed with three modifiers
- Refactor the animation playback system, should be more performant
- Fix for
is_editor_only
key field
Files
Get Panthera 2.0 Editor
Panthera 2.0 Editor
Create scenes and animations with ease! Tightly integrated with Defold Game Engine
Comments
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wow, the new update have editor release for majority platform :D nice
Yea! this was a tough journey, I hope it will works well everywhere now :)