Initial shader material support
Bilou has worked like a beast to add initial support for shader materials. You can write your own GLSL vertex and fragment shaders then apply them to sprites and models.
This is very much a work in progress so please report any bugs or issues you encounter!
Improved script editor draft handling
The script editor will now show a blue status bar when a script has unapplied changes. There's also a "Save" button so you don't have to know the Ctrl+S shortcut beforehand.
You can now configure the tab size and whether to use tabs or spaces ("soft tabs") for indentation in the settings.
The global search results tool has been improved and now support case-insensitive search too.
New input APIs
You can now lock the mouse with Sup.Input.lockMouse() and go fullscreen with Sup.input.goFullscreen(). See the new input tutorial for details.
You can also use Sup.Input.getTextEntered() to handle text input with accents and dead keys support.
Sup.onExit(...) has been moved to Sup.Input.on("exit", ...) to be consistent with the new event handlers for mouse locking and fullscreen.
New Superpowers "dev mode"
As described in the core repository's README, you can now enable a "dev mode" to be notified of any editor runtime error. This is only useful if you're working on your own plugins or Superpowers itself, to help catch errors early.
New shared "textEditorWidget" plugin
The collaborative text editor from the script editor has been extracted and moved in its own plugin. It can be reused by other plugins easily, for instance by the new shader editor uses it.
Minor fixes and improvements
- When drag'n'dropping assets in text fields, they will insert their full path
- Editing the text in a text renderer component now works correctly even if there is some lag
- Fixed camera ratio not being updated automatically when using
Camera.setViewport - Improved asset and component type selection popups
Leonard plushie by Malicxel