v1.4 was just released! It brings custom shader support and ability to specify which and when post-processing effects are applied.
v1.4 February 5th 2018:
New:
- Added custom shader support! Shaders can now be applied in pixel-perfect space when drawing sprites/primitives/fonts, and also at post-process effect time. See FES.ShaderSetup(), FES.ShaderSet(), FES.EffectShader()
- Added FES.EffectApplyNow() API which specifies when post-processing effects should be applied. This is very useful if you want some drawing (eg GUI) to be affected by different post-processing effects (or none at all)
- Added FES.PaletteColorSet() overload that allows for setting colors directly from another palette file, rather than manually one at a time
- Added FES.SpriteIndex() overload that takes sprite sheet index as a parameter, previously FES.SpriteIndex() only worked for current sprite sheet
- Added Unity Crash Course to the Documentation to help new Unity developers get started with FES
Bug Fixes:
- Fix incorrect clipping region on Offscreen surface of different size than FES.DisplaySize
- Fix Tilemap cell not updating when only the Tint Color or Flags are changed
- Fix some Tilemap chunks becoming invalid and unsuable if all tiles set manually set to empty/invalid with FES.MapSpriteSet()
- Fix some Tilemap chunks not rendering on Offscreen surface of different size than FES.DisplaySize
- Fix Tilemap rendering when using the Offset parameter, some chunks were not rendered
- Fix Tilemaps leaking Meshes
- Fix built-in font not rendering properly if there is no sprite sheets loaded