All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.
First release of the SpriteStudio generation of the plugin, and a rewrite of the 1.x
player. Playback is now driven by libssruntime from
SpriteStudio-SDK and consumes
converted binaries (.ssab) instead of parsing .sspj at runtime. See the
Migration Guide for moving a 1.x project across.
SpriteStudioPlayer2Dnode: plays an.ssabanimation as an ordinaryNode2D. Transport (play/pause/resume/stop), frame seeking, playback sections, direction, speed scale, loop count, frame skipping and sub-frame interpolation.- Asset pipeline: the SS Import Dock converts a SpriteStudio project (
.sspj) to.ssabby drag & drop and reconverts from the Inspector.ssconverter-cliperforms the same conversion for CI/CD. - Resource classes:
SSABResource(animation binary) andSSQBResource(sequence binary)..ssabis loaded zero-copy, so playback starts without a parse step. - Per-part Override Layer API: override a part's color (single or per-corner gradient),
cell and visibility at runtime, addressed by part name or part index, each with a matching
clear_*call. - CellMap overrides: swap an animation's textures at runtime for equipment changes and color variants. Cell map / cell names are enumerable from the player and the resource.
SpriteStudioPartAttachment2Dnode: mirrors one part's pose onto aNode2Dso Godot content can be pinned to a part. Modeled onRemoteTransform2D.- Signals: timeline
user_dataandsignal_emittedevents, audio events, animation lifecycle (animation_started/_changed/_finished/_looped), andframe_updated. Every timeline event carries where it came from —part_index,part_nameandframe_no— in its payload, or assignal_emitted's separateinfoargument. - AnimationPlayer integration: drive playback from Godot's own animation tooling.
- Manual playback:
ANIMATION_PROCESS_MANUALplusadvance(delta), for custom pause groups, a time scale of your own, or deterministic stepping. - Audio playback: audio parts play through Godot with no setup, in the editor preview as
well, with volume control and a
SpriteStudioAudioBackendresource for routing every sound to a custom audio stack. - Part add-on shaders: the thirteen SpriteStudio add-on effects (sepia, outline, bmask, HSB, step, move, wave, noise, blur, pixelate, scatter, circle, spot) render natively, assigned in SpriteStudio with nothing to wire up in Godot.
- Builds: GDExtension and custom module, for Windows, macOS, Linux, Android, iOS and Web, targeting Godot 4.7.
- Documentation: bilingual (EN/JA) documentation site, in-editor class reference and contribution guidelines.
- Text / bitmap font rendering is not yet validated.
- Sequence playback is not implemented.
SSQBResourceloads.ssqbfiles, but no node consumes them yet. - macOS / iOS binaries are not code-signed.
- Web builds are single-threaded only and require WebAssembly SIMD, plus an engine template
built with
dlink_enabled=yes. - For the playback constraints inherited from the shared runtime, see Limitations & Scope.