stardance has been extended another month! the new deadline is october 31 :)

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3h 18m 8s logged

animation editor

continued working on the animation system and made the editor UI….

animation editor

there’s now a Sprite Animation Editor

you can:

  • choose the spritesheet texture
  • edit rows / columns / spacing
  • create, rename and delete clips
  • toggle looping per clip
  • edit individual frame indices + durations
  • move frames up / down
  • duplicate / remove frames
  • expand / collapse the frame list

also added range generation so adding a normal animation doesn’t make you manually enter every frame one by one…..

theres also an Apply FPS to All Frames button !

preview

added a live preview for the selected clip.

you can play, pause and restart it woaw

it shows the current clip frame and spritesheet index while it runs….

project browser integration

animation assets are properly integrated into the project browser now too

there’s an Animations section where you can create, import, edit and delete animation assets

creating a new one lets you choose its path then opens it in the animation editor.

the animation asset workflow is mostly usable from inside the editor :D

erm even more

enginelib changes for the new systen that i still have to document…
(Play() Restart() etc)

some cleanup

working on… some mostly const-correctness, explicit casts, ranges, include cleanup and some other small stuff etc etc.. god bless resharper c++

also cleaned up some EngineLib entity wrapper code around registry locking so it can create wrappers safely when the registry mutex is already held


spritesheet used in video attached for testing is : https://opengameart.org/content/animated-butterfly

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