Changelog
This project adheres to Semantic Versioning
9.3.0 (2025-05-13)
Added
- Support UIDs in docks. When Godot UIDs are enabled the docks will be able to keep track when the file is moved.
Fixed
- Fix scary warnings when loading images.
Thanks
- @conde2 for suggesting the UID feature.
9.2.0 (2025-05-08)
Added
- Added support for spritesheet frame padding on Texture and SpriteFrames importers
- Added LICENSE file to addons folder so it's shipped with plugin.
Thanks
- @aekobear for implemeting the frame padding support.
- @mpewsey for adding the LICENSE file.
9.1.0 (2025-04-10)
Added
- Added option to Texture and Texture (split) importers to import the full spritesheet instead of just the first frame.
- Added option to Texture (split) importer to not export duplicated layers and trim spritesheet cells.
Changed
- Better error message when Tileset importer fails due to bad data file. Now it warns the user that the file should have at least one tilemap layer.
- "Multiple file" importers (Texture split, SpritaFrames split) save root file as PackedDataContainer instead of JSON to prevent them from opening in the script editor.
Fixed
- Make sure parameter is not null when validating data file, so it doesn't print obscure errors.
Thanks
- Thanks @Bastani for suggesting and implementing the texture importers improvements.
- Thansk @lashtear and @juspky for detecting and reporting the Tileset importer issue.
- Thanks @juspky for reporting the 'Multiple file' importer type caveat and @Bastani for identifying the root cause.
9.0.0 (2025-02-06)
Breaking changes
- Requires Godot >=4.3
- Aseprite Texture importer and Tileset Importer do not generate a png file anymore, and have type
PortableCompressedTexture2D
instead ofAtlasTexture
. If you use the png file, you should change the references to the aseprite file instead. - Aseprite SpriteFrames importer does not generate extra png file anymore
- Organised importer properties. If you use sheet or layer options, they will be reverted to the default values on next import. Make sure to set them again before this happens
- Renamed SpriteFrames importer id (internal). Might not cause breaking changes, but there is a chance importer properties will be reset.
Added
- New split importers (Static Texture, SpriteFrames). These importers should be used for exporting each layer in a Aseprite file as a separate resource. These resource are plain files that will hold the info to generate the file independently.
- This will prevent issues with unstable ids which happen when the import folder is removed and new files are generated.
- This will also allow cleanup to happen on split importers. i.e. when a layer is removed from the aseprite file, its resource will also be removed in Godot.
- Importer docks now can embed the spritesheet texture in the scene, not requiring generating external png files. This option will be enabled by default.
- Implemented improved sheet options in the SpriteFrames importer.
Changed
- Aseprite Texture importer and Aseprite Tileset Texture importer:
- Changed type to
PortableCompressedTexture2D
- Does not generate extra png file anymore.
- Changed type to
- Aseprite SpriteFrames importer:
- Does not generate extra png file anymore.
- Organised importer properties (layers section and implemented improved sheet options for SpriteFrames).
- Any already existing import will revert to default values unless set correctly.
- Renamed SpriteFrames importer id for consistency (internal).
- Removed Split option from SpriteFrames importer. Split are handled in separate importers.
Removed
- Removed option to disable the exporter plugin, because now it's required for importing textures correctly.
Thanks
- Thanks @LeXeS2 for identifying these changes don't work in version 4.2 and bellow.
8.2.0 (2024-11-22)
Added
- Support selecting multiple layers in dock imports
- Allow disabling FPS rounding when importing SpriteFrames
Fixed
- Show warning when trying to import animations on an unsaved scene
8.1.0 (2024-10-07)
Added
- Persist pending config and show warning with revert option
Changed
- Change "File Name" field label to prefix when layer is selected
Removed
- Removed deprected metadata and wizard history settings
8.0.1 (2024-09-13)
Fixed
- Animations using the loop prefix were not being imported.
Thanks
Thanks @erniel for reporting the loop prefix issue.
8.0.0 (2024-09-12)
Breaking changes
Hide unused now only hide sprites with "hide when unused" enabled. visible
property is just used when this option is set.
Changed
- Only set and control the visible property for sprites with "Hide when unused" enabled.
- Sprites without the "Hide when unused" option or not imported from Aseprite won't have the visible property animated.
- Fixed animation / track cleanup which was disabled as it stopped working after this feature was introduced. This cleanup removes any animation that has no tracks.
7.6.0 (2024-08-22)
Added
- Added sheet type and number of columns options to tileset texture importer.
Fixed
- Editor would crash when re-importing a big number of files. Threading texture load and debouncing scans to fix it.
Thanks
- Thanks @0Volcanon, @KeyboardDanni and @thyancey for reporting and helping debug the re-import crash issue.
7.5.0 (2024-05-28)
Added
- Operational system specific default command.
Fixed
- Automatic import would not work when aseprite file was in the root directory. (@HexBlit)
Thanks
- Thanks @HexBlit for fixing the root folder import issue
7.4.1 (2024-05-12)
Fixed
- Project settins were being removed on exit. Now settings won´t be removed even when plugin is disabled.
Thanks
- Thanks @sandord for finding and reporting the config issue
7.4.0 (2024-04-23)
Added
- Imports Manager: Allow re-importing and finding all animations imported via the Inspector Dock.
- Source file changes indicator: Now docks will show warning when source file changed since last import.
- Wizard Imported SpriteSheets tab. Shows previously imported resources.
Changed
- Aseprite Wizard menus are now grouped under
Project -> Tools -> Aseprite Wizard
. - Save scene on importing via dock to persist metadata.
- Wizard history now works as a simple import history. There is a new tab with a tree showing imported resources.
- Wizard history is saved as project metadata and not a file anymore.
Fixed
- Fixed crash on quitting Godot in MacOS.
Thanks
- Thanks @sandord for fixing outdated PATH instruction message.
- Thanks @tanuki-billie for reporting the MacOS exit crash.
7.3.0 (2024-02-13)
Added
- Slice support.
Changed
- Interface refactor. Better looking. Re-organised properties. Docks with sections.
- Refactored docks to re-use code.
Fixed
- Null issue when retrieving error after failing to open file (@patoui)
Thanks
- Thanks @patoui for fixing the open file issue.
7.2.0 (2024-02-07)
Added
- Default config for "include only visible layers".
Changed
- Does not include extra tracks in AnimationPlayer.
Fixed
- "Do not create source" in wizard dock was not being applied (@mpewsey)
Thanks
- Thanks @jefvel for default visible layers feature request.
- Thanks @mpewsey for finding and fixing the "create resource" config bug.
- Thanks @feelingsonice for raising the extra tags discussion.
7.1.0 (2023-12-13)
Added
- Added "mode" to Sprite and TextureRect inspect dock. This allows importing Aseprite files as Animations (as it is today) or Images (static texture).
- Added Aseprite Texture importer, which allows using Aseprite files as static images directly.
- Default config for "include only visible layers".
Changed
- No external changes, but this version includes a major refactor organising files and folders.
Fixed
- Using a prefix for a loop exception breaks when the animation is in a library.
- Added missing
_get_name
override in EditorExportPlugin.
Thanks
- Thanks @poohcom1 for the prefix fix.
- Thanks @JustusPan for the EditorExportPlugin fix.
- Thanks @jefvel for the static image import feature request.
7.0.0 (2023-10-24)
Breaking changes
Removing preset configuration. If you don't use this feature it should be safe to upgrade.
Added
- New "No Import" importer. This allows managing Aseprite files in the filesystem dock without importing them as assets.
- Default importer configuration in Project Settings.
- Tileset automatic importer. With this importer you can use any aseprite file directly in the Tileset editor.
- Drag-and-drop support to dock fields:
- source file: can drop ase and aseprite from FileSystem dock
- Animation Player: can drop AnimationPlayer nodes from Scene dock
- Output folder: can drop directories from FileSystem dock
Changed
- Metadata cleanup on export does not print info message anymore. That was too noisy.
- Refactor importers to avoid file scans solving annoying warnings
- Use EditorFileDialog instead of FileDialog in the docks
- New icon
Fixed
- In ProjectSettings, default options were not hinted after any value was selected.
- Fixed minor warnings related to ProjectSettings.
- Animated sprites source field didn´t open dialogue in current folder
Removed
- Removed the option to enable auto-importer. A default "No import" is enabled by default with the option to change it via ProjectSettings. For backwards compatibility the default option will be "SpriteFrames" in case the importer configuration was enabled.
- Removed preset configuration. This was implemented mostly to workaround pixel art filters. Now this config lives in the node instead of the resource.
Thanks
- Thanks @russmatney for the drag-and-drop implementation
- Thanks @poohcom1 for the EditorFileDialog tip
- Thanks @mayamcdougall for the icon draft and inspiration
6.2.0 (2023-07-10)
Added
- Aseprite repeat tag support. From Aseprite 1.3 there is an option to set how many times an animation should be repeated.
- If not set, the animation will loop by default or follow whatever behaviour is set via the loop configuration from project settings.
- If set, the plugin will repeat the animation n times and stop, like in Aseprite. This means you can disable looping by set repeat 1.
- Support to ping-pong reverse animation direction.
- Add option to keep animation length on import. Useful for when you have other properties manually defined in the animation and you want to keep its adjusted length.
Changed
- In SpriteFrames, for frames with longer duration, use the frame duration option introduced in Godot 4 instead of duplicating the frame.
Thanks
- Thanks to @chunhaqiushif for the repeat feature request.
- Thanks to @Silvanuz for the "keep animation length" feature request.
6.1.1 (2023-03-22)
Fixed
- Make auto-importer use default exclusion pattern from ProjectSettings.
- Fix *.json file clean up. Only wizard was removing source files.
- Fix issue where in some machines the animation inspector dock source dialog didn't open in the current source folder.
Thanks
- Thanks @saint11 for finding and reporting the auto-importer related issues.
- Thanks @poohcom1 for fixing the inspector dock issue.
6.1.0 (2023-03-18)
Added
- Animation Library support on
AnimationPlayer
.
Fixed
- Use the standardized functions
ProjectSettings.globalize_path
andProjectSettings.localize_path
to get absolute and local paths respectively. This has the side effect of using an absolute file path when passing arguments to aseprite which seems to work around an issue in v1.3-beta21 with not handling relative paths on the CLI. - Use correct enum for texture filter on 2D and 3D nodes.
Thanks
- Thanks @poohcom1 for the Animation Library support.
- Thanks @IPDramon for fixing the texture flag issue.
- Thanks to @jthacker for implementing the path translation changes.
6.0.1-4 (2023-03-02)
Fixed
- Incorrect null check that would always return default value for ProjectSettings with value set to false.
- Fix ResourceLoader.load cache parameter.
Thanks
- Thanks to @poohcom1 for config null check fix.
6.0.0-4 (2022-12-08)
Changed
- Port to Godot 4 (beta 7)
- Refactored sprite frames creator
- Fixed importer. Now files size are consistent with other methods. No hacky import. Warnings might still appear in console.
- Removed extra texture importer options.
Thanks
- Thanks to Florian Kaiser (@floriandotorg) for his first 4.1 migration to alpha1.
- Thanks to Dave (@el-falso) for some fixes for 4.1 to beta 1.
5.2.0 (2022-12-02)
Added
- Added support to
TextureRect
- Added option to save dock import info to metadata instead of editor description
- Implemented Visibility Track option for unused nodes
Thanks
- Thanks to @TheOrioli for implementing the
TextureRect
support and solving the track visibility issue. - Thanks to @dfkeenan for finding and implementing a better way to persist inspector dock data.
5.1.0 (2022-09-14)
Added
- Added support to
Sprite3D
andAnimatedSprite3D
.
Changed
- Add extra tracks to animation player to allow multiple textures in same Sprite node.
Fixed
- Sanitizing layer and file names to prevent strange whitespace issues.
- Calling
take_over_path
to notify Godot of new resource and preventing cache issues.
Thanks
Huge thanks to @TheOrioli who implemented all changes in this version.
5.0.0 (2022-08-10)
Breaking Changes
- Settings are set now via EditorSettings and Project Settings. After migrating, any custom config has to be set again in those places.
- Some files moved around. Even though this won't break anything, when updating you migth consider deleting the folder to avoid orphan files.
Changed
- Moved command configuration to Editor Settings > Aseprite
- Moved all project related settings to Project Settings > Aseprite
- Moved wizard dock previous data to editor settings project metadata
- Standardized filename outliers and reorganized folders
Thanks
Thanks to @TheOrioli for suggesting the settings changes.
4.2.0
Added
- Custom texture import preset for files imported via plugin.
- Wizard history tab to track imports made via wizard screen. Options to order by date or path.
Thanks
Thanks to @TheOrioli for contributing with the custom preset feature.
4.1.1 (2022-06-05)
Changed
- Remove unnecessary files from the distribution zip. This guarantees only the important addons files will be added to your project, as opposed to downloading all the examples/screenshots and project.godot files.
Thanks
Thanks to Gustavo Maciel (@gumaciel) for contributing with this patch.
4.1.0 (2022-03-02)
Added
- Added Importer option: Sheet type.
Changed
- SpriteFrames: reuse same AtlasTexture for frames using same region in Spritesheet. This decrease file size by a few bytes.
Fixed
- Do not remove spritesheet files when source files are set to be removed as they are used by the SpriteFrames.
Thanks
Thanks to @Mickeon for contributing with the AtlasTexture re-use and import option.
4.0.1 (2022-02-08)
Fixed
- SpriteFrames FPS was being rounded down, while they should've be rounded up.
4.0.0 (2022-01-23)
The highlight in this version is the addition of AnimationPlayer
support and a simplified flow for AnimatedSprite
s. It also contains a major code refactor and improvements to the configuration options.
Added
- Added AnimationPlayer support. Check README for usage.
- Added AnimatedSprite Inspector import section, similar to the new AnimationPlayer support.
- Added "default layer exclusion pattern" option to configuration screen.
- Added button to test Aseprite command in the configuration screen.
Changed
- Moved configuration window from dock to "Project > Tools > Aseprite Wizard Config".
- Enabled
--sheet-pack
for optmised spritesheet generation. - Major code refactor.
- Importer is not enabled by default anymore. I intend to deprecate the importer in the next major version (speak now or forever hold your peace).
- "Remove source files" is enabled by default.
Removed
- Removed "Trim" and "Trim by Grid" options. Reason: Trimming didn't work as expected and fixing it defeated its purposed. When trimming an animation, each frame would have a different size, making the animation boundary and position change constantly. This could be fixed in SpriteFrames by calculating the proper margin, however, the resulting file would be bigger than the one with trimming disabled. Check issue #39 for more details.
Thanks
- Thanks to @TheOrioli, @furroy and @tavurth for weighting in the AnimationPlayer support discussion. issue #37
- Thanks again to @TheOrioli for providing a quick workaround for whoever is struggling with the lack of AnimationPlayer support.
3.0.0 (2021-11-20)
Breaking changes
- Animations starting with
_
will be set as non loopable (loop = false). Both default loop configuration and the exception prefix can be changed via configuration window.
Added
- Default loop value configuration.
- Loop exception prefix configuration.
Fixed
- wizard dock was not persisting pre-filled options if not closed.
Thanks
Thanks to Micky (@Mickeon) for suggesting the loop prefix feature.
2.1.1 (2021-10-20)
Fixed
- Node renaming was breking wizard screen
2.1.0 (2021-10-17)
Added
- Added
Trim by grid
option, which trims empty tiles respecting Aseprite's configured grid.
Changed
- Wizard option list consistent to Godot's options.
Thanks
- Thanks to @aaaaaaaaargh for adding the
Trim by grid
option.
2.0.0 (2021-07-31)
Breaking Changes
- Animations with ping-pong method are adding two less frames. It aligns with how they behave in Aseprite, but this means if you re-import previous imported ping-poing animations they will be faster than before.
Fixes
- Ping-pong method was adding first and last frame twice.
- Capitalised buttons text.
- Fixed wrong tooltip for option to disable resource generation.
Thanks
- Thanks to @imsamuka for implementing these changes.
1.4.0 (2021-06-10)
Changed
- Aseprite Wizard opens on the bottom dock instead of a standalone window.
- Does not close dock after import anymore.
- Configuration window is a panel now. You will not be able to move it around, but it prevents sizing issues.
Fixed
- Configuration and main wizard screen content would overflow in high resolution screen or scaled interfaces.
1.3.0 (2021-04-20)
Added
- Wizard: option to disable resource generation. Only *.json and *.png files are created
- Wizard: Option for removing *.json and *.png files generated during import.
1.2.3 (2021-02-16)
Fixed
- Automatic importer was importing images with filters on, generating blurry images.
Thanks
- Thanks to Ryan Lloyd (@SirRamEsq) for identifying and debugging this issue.
1.2.2 (2021-01-08)
Fixed
- Resource files generated were bigger than they should be.
- Sprite sheet path used could lead to silent failure creating
SpriteFrames
with animations, but no images. - Sprite frame files now are shown in the file system dock as soon as they are created.
- Fixed warnings caused by image import.
Thanks
- Thanks to Lucas Castro (@castroclucas) for identifying the resource size issue and helping me fix it.
1.2.1 (2020-12-31)
Fixed
- Importer was removing output folder on Windows, failing the import.
- Re-enabling the importer plugin would crash the editor.
1.2.0 (2020-12-24)
Added
- Configuration to enable/disable Aseprite Importer. Enabled by default
1.1.0 (2020-12-07)
Added
- Aseprite Importer. Now
ase
andaseprite
files can be used seamlessly. - Importer with options to also create AtlasTexture, AnimatedTexture and Image strip files.
Thanks
- Thanks to @aaaaaaaaargh for implementing the importer interface.
1.0.2 (2020-10-26)
Fixed
- Import Aseprite file without tags as default animation
1.0.1 (2020-10-03)
Added
- Changelog file
Changed
- show better error message when Aseprite command fails
- replace space indentation by tabs, as people were seing some weird issues with mixed indent errors on instalation.
1.0.0 (2020-09-03)
Initial release
Added
- Creates SpriteFrames with Atlas Texture to be used in AnimatedSprites.
- Separate each Aseprite Tag as its own animation. In case no tags are defined, import everything as default animation.
- Converts Aseprite frame duration (defined in milliseconds) to Godot's animation FPS. This way you can create your animation with the right timing in Aseprite, and it should work the same way in Godot.
- Choose to export Aseprite file as single SpriteFrames resource, or separate each layer as its own resource.
- Filter out layers you don't want in the final animation, using regex.
- Supports Aseprite animation direction (forward, reverse, ping-pong)