From 53cb630df3d8fcabd2f77f8c29ecd12231cfe6dc Mon Sep 17 00:00:00 2001 From: Naruto TAKAHASHI Date: Thu, 27 Aug 2026 23:10:15 +0900 Subject: [PATCH] docs: call it SpriteStudio --- AGENTS.md | 2 +- CHANGELOG.md | 2 +- README.ja.md | 2 +- README.md | 2 +- docs/en/index.md | 6 +++--- docs/en/troubleshooting.md | 2 +- docs/en/workflow/usage_asset_pipeline.md | 2 +- docs/ja/index.md | 6 +++--- docs/ja/troubleshooting.md | 2 +- docs/ja/workflow/usage_asset_pipeline.md | 2 +- mkdocs.ja.yml | 4 ++-- mkdocs.yml | 4 ++-- ss_player/doc_classes/SSABResource.xml | 2 +- ss_player/doc_classes/SSQBResource.xml | 2 +- ss_player/doc_classes/SpriteStudioPlayer2D.xml | 4 ++-- 15 files changed, 22 insertions(+), 22 deletions(-) diff --git a/AGENTS.md b/AGENTS.md index ee806e2..bd6d242 100644 --- a/AGENTS.md +++ b/AGENTS.md @@ -11,7 +11,7 @@ ## Architecture in one paragraph -A Godot Engine integration for SpriteStudio 7, providing a C++ `SpriteStudioPlayer2D` node that can be built as a **GDExtension** or a **custom module**. It uses `libssruntime` (Rust) from SpriteStudio-SDK via FFI to play `.ssab` (FlatBuffers) binaries. Projects are converted from `.sspj` (XML) to `.ssab` at import-time using `libssconverter`. The C++ side handles Godot node lifecycle, resource management, and batch rendering. +A Godot Engine integration for SpriteStudio, providing a C++ `SpriteStudioPlayer2D` node that can be built as a **GDExtension** or a **custom module**. It uses `libssruntime` (Rust) from SpriteStudio-SDK via FFI to play `.ssab` (FlatBuffers) binaries. Projects are converted from `.sspj` (XML) to `.ssab` at import-time using `libssconverter`. The C++ side handles Godot node lifecycle, resource management, and batch rendering. ## Key components diff --git a/CHANGELOG.md b/CHANGELOG.md index b8fd99f..84cfb95 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -7,7 +7,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0 ## [7.0.0-beta.1] - Unreleased -First release of the SpriteStudio 7 generation of the plugin, and a rewrite of the 1.x +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](https://github.com/cri-middleware/SpriteStudio-SDK) and consumes converted binaries (`.ssab`) instead of parsing `.sspj` at runtime. See the diff --git a/README.ja.md b/README.ja.md index 32bfee8..ea7cba6 100644 --- a/README.ja.md +++ b/README.ja.md @@ -6,7 +6,7 @@ > **注意:** 本 `develop` ブランチは現在開発中のバージョンです。安定版は [main ブランチ](https://github.com/cri-middleware/SSPlayerForGodot/tree/main) または [Releases](https://github.com/cri-middleware/SSPlayerForGodot/releases) から取得してください。本ブランチで扱う API・ワークフローは予告なく変更される可能性があり、いかなる保証もサポートも提供しません(リクエストやバグ報告への返信もできません)。 -**[OPTPiX SpriteStudio 7](https://www.webtech.co.jp/spritestudio/)** のアニメーション (`.ssab`) を [Godot Engine](https://godotengine.org/) 上で再生するためのハイパフォーマンスな拡張プラグイン(GDExtension / カスタムモジュール)です。Godot の強力な機能と、専用アニメーションツールの表現力を組み合わせることで、リッチな2Dゲーム開発をサポートします。 +**[SpriteStudio](https://www.webtech.co.jp/spritestudio/)** のアニメーション (`.ssab`) を [Godot Engine](https://godotengine.org/) 上で再生するためのハイパフォーマンスな拡張プラグイン(GDExtension / カスタムモジュール)です。Godot の強力な機能と、専用アニメーションツールの表現力を組み合わせることで、リッチな2Dゲーム開発をサポートします。 ## ✨ SpriteStudio を Godot で使うメリット diff --git a/README.md b/README.md index 704d04c..494803b 100644 --- a/README.md +++ b/README.md @@ -6,7 +6,7 @@ > **Note:** This `develop` branch is a work-in-progress version. The stable version can be obtained from the [main branch](https://github.com/cri-middleware/SSPlayerForGodot/tree/main) or from [Releases](https://github.com/cri-middleware/SSPlayerForGodot/releases). The APIs and workflows in this branch may change without notice, and no warranty or support is provided (we cannot respond to feature requests or bug reports). -A high-performance extension plugin (GDExtension / Custom Module) for playing animations (`.ssab`) created with **[OPTPiX SpriteStudio 7](https://www.webtech.co.jp/spritestudio/)** on [Godot Engine](https://godotengine.org/). By combining Godot's powerful features with the expressive capabilities of a dedicated animation tool, it fully supports the development of rich 2D games. +A high-performance extension plugin (GDExtension / Custom Module) for playing animations (`.ssab`) created with **[SpriteStudio](https://www.webtech.co.jp/spritestudio/)** on [Godot Engine](https://godotengine.org/). By combining Godot's powerful features with the expressive capabilities of a dedicated animation tool, it fully supports the development of rich 2D games. ## ✨ Why use SpriteStudio with Godot? diff --git a/docs/en/index.md b/docs/en/index.md index 78de446..eebd8e5 100644 --- a/docs/en/index.md +++ b/docs/en/index.md @@ -5,7 +5,7 @@ The stable version can be obtained from the [main branch](https://github.com/cri No warranty or support is provided for this branch, and we cannot respond to feature requests or bug reports. Interfaces may change without notice. -A plugin for playing back animations created with [OPTPiX SpriteStudio](https://www.webtech.co.jp/spritestudio/) inside [Godot Engine](https://godotengine.org/). +A plugin for playing back animations created with [SpriteStudio](https://www.webtech.co.jp/spritestudio/) inside [Godot Engine](https://godotengine.org/). Animation playback uses `libssruntime` provided by [SpriteStudio-SDK](https://github.com/cri-middleware/SpriteStudio-SDK). ## Table of Contents @@ -35,9 +35,9 @@ Animation playback uses `libssruntime` provided by [SpriteStudio-SDK](https://gi ## Key Features -This plugin is designed to bring the full expressive power of SpriteStudio 7 to Godot Engine seamlessly. +This plugin is designed to bring the full expressive power of SpriteStudio to Godot Engine seamlessly. -* **Full Feature Support:** Fully supports SpriteStudio 7 features including bone hierarchies, mesh & deformations, and high-performance particle effects. +* **Full Feature Support:** Fully supports SpriteStudio features including bone hierarchies, mesh & deformations, and high-performance particle effects. * **Seamless Integration and a Powerful Asset Pipeline:** In addition to easy drag-and-drop importing via the built-in "SS Import Dock", you can open SpriteStudio directly from the Inspector and reconvert with a single click, providing a **powerful asset pipeline that allows you to seamlessly transition between SpriteStudio and Godot**. For details, see [Asset Import and Editor Integration](workflow/usage_asset_pipeline.md). * **Dynamic Customization (CellMap Overrides):** Easily swap textures at runtime to implement character equipment changes or color variations. * **Signals & Events:** Receive "User Data" and "Signals" from your animation timeline directly as Godot Signals, allowing frame-perfect triggers for game logic. Every event says which part fired it. diff --git a/docs/en/troubleshooting.md b/docs/en/troubleshooting.md index 400b6a0..5a38495 100644 --- a/docs/en/troubleshooting.md +++ b/docs/en/troubleshooting.md @@ -89,7 +89,7 @@ Details in [Audio Playback](workflow/audio.md). ### "Open SSPJ" does nothing -[OPTPiX SpriteStudio 7](https://www.webtech.co.jp/spritestudio/) must be installed on the machine you are working on, and `.sspj` must be associated with it — the button hands the file to the OS shell. +[SpriteStudio](https://www.webtech.co.jp/spritestudio/) must be installed on the machine you are working on, and `.sspj` must be associated with it — the button hands the file to the OS shell. ### "Reconvert" cannot find the source diff --git a/docs/en/workflow/usage_asset_pipeline.md b/docs/en/workflow/usage_asset_pipeline.md index fed9aff..ef19b21 100644 --- a/docs/en/workflow/usage_asset_pipeline.md +++ b/docs/en/workflow/usage_asset_pipeline.md @@ -67,7 +67,7 @@ While this powerful cross-editor integration (`Open SSPJ` and `Reconvert`) is in > [!WARNING] > **SpriteStudio installation is required** -> Clicking the "Open SSPJ" button will launch SpriteStudio. Therefore, [OPTPiX SpriteStudio 7](https://www.webtech.co.jp/spritestudio/) must be installed on the PC you are using. +> Clicking the "Open SSPJ" button will launch SpriteStudio. Therefore, [SpriteStudio](https://www.webtech.co.jp/spritestudio/) must be installed on the PC you are using. > [!TIP] > **File Path Sharing and Smart Re-link for Team Development** diff --git a/docs/ja/index.md b/docs/ja/index.md index f6cf274..cb6577f 100644 --- a/docs/ja/index.md +++ b/docs/ja/index.md @@ -5,7 +5,7 @@ 本developブランチに関してはいかなる保証もサポートも提供しません。リクエストやバグ報告への返信もできません。 インターフェースは予告なく変更される可能性があります。 -[OPTPiX SpriteStudio](https://www.webtech.co.jp/spritestudio/) で作成したアニメーションを [Godot Engine](https://godotengine.org/) 上で再生するためのプラグインです。 +[SpriteStudio](https://www.webtech.co.jp/spritestudio/) で作成したアニメーションを [Godot Engine](https://godotengine.org/) 上で再生するためのプラグインです。 再生処理は [SpriteStudio-SDK](https://github.com/cri-middleware/SpriteStudio-SDK) が提供する `libssruntime` を介して行います。 ## 目次 @@ -35,9 +35,9 @@ ## 主な機能 (Key Features) -本プラグインは、Godot Engine 上で SpriteStudio 7 の表現力をフルに引き出すために設計されています。 +本プラグインは、Godot Engine 上で SpriteStudio の表現力をフルに引き出すために設計されています。 -* **完全な機能サポート:** ボーン階層、メッシュ&デフォーム、パーティクルエフェクトなど、SpriteStudio 7 の全機能を標準でサポートします。 +* **完全な機能サポート:** ボーン階層、メッシュ&デフォーム、パーティクルエフェクトなど、SpriteStudio の全機能を標準でサポートします。 * **シームレスな統合と強力なアセットパイプライン:** Godot のエディタ内に統合された「SS Import Dock」による簡単なインポートに加え、インスペクタから直接 SpriteStudio を開いて再コンバートできる、**SpriteStudio と Godot をシームレスに行き来できる強力なアセットパイプライン**を提供します。詳しくは [アセットのインポートとエディタ連携](workflow/usage_asset_pipeline.md) をご覧ください。 * **動的な着せ替え (CellMap Overrides):** 実行時にテクスチャ(セルマップ)を差し替えることで、キャラクターのカラーバリエーションや装備変更を簡単に実装できます。 * **シグナルとイベント:** タイムライン上に設定した「ユーザーデータ」や「シグナル」を Godot のシグナルとして受け取り、ゲームロジックのトリガーを正確なタイミングで行えます。どのパーツが発火したかも各イベントが持っています。 diff --git a/docs/ja/troubleshooting.md b/docs/ja/troubleshooting.md index f1df92e..c95d480 100644 --- a/docs/ja/troubleshooting.md +++ b/docs/ja/troubleshooting.md @@ -89,7 +89,7 @@ ### 「Open SSPJ」を押しても何も起きない -作業中のマシンに [OPTPiX SpriteStudio 7](https://www.webtech.co.jp/spritestudio/) がインストールされ、`.sspj` が関連付けられている必要があります。このボタンは OS のシェルにファイルを渡しているだけです。 +作業中のマシンに [SpriteStudio](https://www.webtech.co.jp/spritestudio/) がインストールされ、`.sspj` が関連付けられている必要があります。このボタンは OS のシェルにファイルを渡しているだけです。 ### 「Reconvert」で元ファイルが見つからない diff --git a/docs/ja/workflow/usage_asset_pipeline.md b/docs/ja/workflow/usage_asset_pipeline.md index f57ca8e..b694894 100644 --- a/docs/ja/workflow/usage_asset_pipeline.md +++ b/docs/ja/workflow/usage_asset_pipeline.md @@ -67,7 +67,7 @@ SpriteStudio 側でアニメーションを修正して保存したら、Godot > [!WARNING] > **SpriteStudio のインストールが必要です** -> `Open SSPJ` ボタンを押すと SpriteStudio が起動します。そのため、操作するPC自体に [OPTPiX SpriteStudio 7](https://www.webtech.co.jp/spritestudio/) がインストールされている必要があります。 +> `Open SSPJ` ボタンを押すと SpriteStudio が起動します。そのため、操作するPC自体に [SpriteStudio](https://www.webtech.co.jp/spritestudio/) がインストールされている必要があります。 > [!TIP] > **チーム開発時のファイルパス共有とスマート再リンク** diff --git a/mkdocs.ja.yml b/mkdocs.ja.yml index 70c34f5..fd5bcfc 100644 --- a/mkdocs.ja.yml +++ b/mkdocs.ja.yml @@ -14,7 +14,7 @@ site_dir: site/ja site_url: "https://cri-middleware.github.io/SSPlayerForGodot/ja/" # Feeds and the Open Graph tags on every ja page. Without it they # would inherit the English `site_description`. -site_description: "SpriteStudio 7 のアニメーションを Godot Engine で再生するプラグイン" +site_description: "SpriteStudio のアニメーションを Godot Engine で再生するプラグイン" theme: # Drives the UI string translations, the `html lang` attribute, and -- because the search @@ -38,7 +38,7 @@ extra: name: GitHub の cri-middleware - icon: material/web link: https://www.webtech.co.jp/spritestudio/ - name: OPTPiX SpriteStudio + name: SpriteStudio - icon: fontawesome/brands/x-twitter link: https://x.com/spritestudio name: X の SpriteStudio diff --git a/mkdocs.yml b/mkdocs.yml index 11235cb..7c2a285 100644 --- a/mkdocs.yml +++ b/mkdocs.yml @@ -9,7 +9,7 @@ INHERIT: ./mkdocs.base.yml docs_dir: docs/en site_dir: site site_url: "https://cri-middleware.github.io/SSPlayerForGodot/" -site_description: "A Godot Engine integration for SpriteStudio 7" +site_description: "A Godot Engine integration for SpriteStudio" theme: # Drives the UI string translations and the `html lang` attribute. @@ -33,7 +33,7 @@ extra: name: cri-middleware on GitHub - icon: material/web link: https://www.webtech.co.jp/spritestudio/ - name: OPTPiX SpriteStudio + name: SpriteStudio # Keep the handle here in sync with `twitter:site` in overrides/main.html. - icon: fontawesome/brands/x-twitter link: https://x.com/spritestudio diff --git a/ss_player/doc_classes/SSABResource.xml b/ss_player/doc_classes/SSABResource.xml index 75e67c2..853cd7d 100644 --- a/ss_player/doc_classes/SSABResource.xml +++ b/ss_player/doc_classes/SSABResource.xml @@ -1,7 +1,7 @@ - A SpriteStudio 7 animation binary ([code].ssab[/code]). + A SpriteStudio animation binary ([code].ssab[/code]). Holds the animation binary produced from a SpriteStudio project ([code].sspj[/code]), either by dropping the project onto the editor (the [b]SS Import Dock[/b]) or by running [code]ssconverter-cli[/code]. Assign it to [member SpriteStudioPlayer2D.ssab] to play it. diff --git a/ss_player/doc_classes/SSQBResource.xml b/ss_player/doc_classes/SSQBResource.xml index 3ae6535..644aac3 100644 --- a/ss_player/doc_classes/SSQBResource.xml +++ b/ss_player/doc_classes/SSQBResource.xml @@ -1,7 +1,7 @@ - A SpriteStudio 7 sequence binary ([code].ssqb[/code]). + A SpriteStudio sequence binary ([code].ssqb[/code]). Holds the sequence binary produced from a SpriteStudio sequence ([code].ssqe[/code]) alongside the animations, either by dropping the project onto the editor (the [b]SS Import Dock[/b]) or by running [code]ssconverter-cli[/code]. diff --git a/ss_player/doc_classes/SpriteStudioPlayer2D.xml b/ss_player/doc_classes/SpriteStudioPlayer2D.xml index d7ca50f..09470cc 100644 --- a/ss_player/doc_classes/SpriteStudioPlayer2D.xml +++ b/ss_player/doc_classes/SpriteStudioPlayer2D.xml @@ -1,10 +1,10 @@ - Plays a SpriteStudio 7 animation ([code].ssab[/code]) in a 2D scene. + Plays a SpriteStudio animation ([code].ssab[/code]) in a 2D scene. - Node that plays a SpriteStudio 7 animation imported as an [code].ssab[/code] resource ([SSABResource]). + Node that plays a SpriteStudio animation imported as an [code].ssab[/code] resource ([SSABResource]). Assign a resource to [member ssab], pick an animation with [member current_animation], then drive playback from code with [method play], [method pause], [method resume] and [method stop], or preview it in the editor from the [b]SpriteStudio[/b] bottom panel (shown while the node is selected). [b]Editor preview:[/b] with the node selected, the bottom panel provides transport controls (play from start / play from current / stop), a frame scrubber, loop and speed. Its keyboard shortcuts mirror the AnimationPlayer editor ([kbd]D[/kbd] play from current, [kbd]Shift+D[/kbd] play from start, [kbd]S[/kbd] stop).