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Changelog

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.

[7.0.0-beta.1] - Unreleased

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.

Added

  • SpriteStudioPlayer2D node: plays an .ssab animation as an ordinary Node2D. 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 .ssab by drag & drop and reconverts from the Inspector. ssconverter-cli performs the same conversion for CI/CD.
  • Resource classes: SSABResource (animation binary) and SSQBResource (sequence binary). .ssab is 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.
  • SpriteStudioPartAttachment2D node: mirrors one part's pose onto a Node2D so Godot content can be pinned to a part. Modeled on RemoteTransform2D.
  • Signals: timeline user_data and signal_emitted events, audio events, animation lifecycle (animation_started / _changed / _finished / _looped), and frame_updated. Every timeline event carries where it came from — part_index, part_name and frame_no — in its payload, or as signal_emitted's separate info argument.
  • AnimationPlayer integration: drive playback from Godot's own animation tooling.
  • Manual playback: ANIMATION_PROCESS_MANUAL plus advance(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 SpriteStudioAudioBackend resource 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.

Known Limitations

  • Text / bitmap font rendering is not yet validated.
  • Sequence playback is not implemented. SSQBResource loads .ssqb files, 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.