·
25 commits
to NetStandard
since this release
Note - releases no longer include binaries in the release notes.
Download the latest version here: https://docs.flatredball.com/flatredball
Breaking Changes
No breaking changes 🥳
Biggest Changes
FRB Editor's embedded .achx editor has gotten a huge boost! Lots of properties that were read-only for previewing are now fully editable including:
- Creating new Animations
- Creating new frames
- Modifying the coordinates of existing frames
- Snapping
- Drag+move of frames
- Editing frame time, individual and in bulk
- Improved display of frame information in tree view
FRB Editor
- Fixed IGumScreenOwner not being assigned (thanks @mfigueirido )
- Faster wildcard scanning speed on project startup (thanks @mfigueirido )
- Fixed Gum codegen bug on project switching
- Added support for Gum container blend
- Removed code that was overwriting the variable texture offsets when rendering maps, used to eliminate seams and adjacent pixel bleeding
- Fixed possible crash with duplicate csproj items
- Removed unnecessary .csproj saving when updating .xnb links - speeding up startup and content pipeline builds
- Fixed incorrect ToLower calls on xnb reference adding to csproj, reducing csproj churn
- Improved treeview behavior when clicking, moving the mouse slightly, then ending up on the same node
- Platformers can now use AxisAlignedRectangle subcollision
- Fixed Sprites with tunneled Current Chain Name not allowing setting this value from animations chains defined in the original entity
- Fixed "Finishined" typo in project compilation (thanks @AristurtleDev )
- Variants are now code generated in "file" alphabetical order
- File builds are no longer performed in parallel since that can cause soffice.exe to fail
- Added more informative exception when generating Gum projects that are missing default state
- Editor now properly generates code for Gum XUnits and YUnits, avoiding obsolete types
- Added support for editing Spine .atlas files in the new AnimationEditor
Edit Mode
- Sprites that are attached to parents but use relative positions from animations can no longer be moved. This removes confusing behavior where a Sprite is moved but then it snaps back to its original position when the app runs.
- Fixed copy+paste not correctly assigning Z value
FRB Engine and Code-related
- Added AudioManager.IsSoundEffectInstancePlaying
- Xbox360Gamepad AnalogOnThreshold is now a property which can be set (thanks @mfigueirido )
- ToastManager no longer tries to create toast if no visuals exist, fixing crashes when copying objects in edit mode
- Updated to support ListBox IsEnabled=false from GumForms by adding IsEnabledRecursively
- FRB MonoGame .NET 6 engines are now nullable enabled
- Added offset parameters to TileNodeNetwork CreateFrom(LayeredTileMap...) (thanks @mfigueirido )
- Added new unit test project
- Improved Polygon vs Polygon and Polygon vs AARect collision by using SAT. This handles lots of edge cases that would fail previously, and likely is faster too (thanks @bransay )
- Improvement in collision across lots of methods by making Segment.DistanceTo no longer create segments (thanks @mfigueirido )
- Improved velocity assignment when bouncing with acceleration and drag
- FlatRedBall no uses private assets, so MonoGame can be independently updated per game
New Project Templates
- Added new .NET 9+ project template
Full Changelog: Release_June_11_2025...Release_September_23_2025