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Pre-release version

This is a pre-release version, which means that the software is still not 100% tested, and might change often until reaching version 1.0.

For now, no licensing or payment system is set up, so the app is free to download until version 1.0 is released.

Information about the Open Source libraries used and their licenses: About page.

Other platforms:

Mac OS X: Godot can export to MacOS, but I don't have a device to test, or a Developer license to be able to sign the binaries. Maybe in the future an unsupported build could be released, as-is, from what Godot can export.

Release Notes

Version 0.92b

Bug fix and stability release.

Locale fixes: Fixed fonts failing to open (or opening incorrectly), and settings like zoom being misread, on systems with certain languages/regional settings (e.g. Spanish, French, German). If your zoom level looked broken, it is now reset automatically.

File dialogs on Linux: More fallbacks when the system file dialog can't be shown. If the external dialog fails, PixelForge now switches to its built-in one automatically. There's also a new option in Settings to always use the built-in file dialogs.

Better error messages: When opening/saving a file, or importing/exporting TTF fails, you now get a clear message instead of nothing happening. TTF import has more safety checks.

Diagnostics file: You can now generate a diagnostics file (Help > Developer) to attach to bug reports. Usernames and other personal info are anonymized.

Advance: The advance buttons are no longer disabled, and the auto advance amount can now go down to 0.

Character tooltips: Hovering over a character button shows its Unicode code and name.

Text Preview: Fixed accidental clicks while resizing the panel, and glyphs staying highlighted after the mouse leaves it.

Other fixes and changes: The tab close button works again, tab colors have been tweaked, and the update checker no longer hangs if the server doesn't respond (10 second timeout).

Version 0.91b

New version, rewritten from scratch with Godot C#.

Glyph selection: In the Text Preview panel, you can now select glyphs by clicking on them inside the text, and the current glyph is highlighted.

Copy and paste: You can copy a glyph and paste it into another glyph. And you can auto-copy glyphs to their diacritics! That is, it will copy your already defined "a" into "à", "á", "â", "ã", "ä", "å", etc, so you can then add the diacritic and make other changes.

Fixed limits: Setting limits for width and/or height for the whole font. That way you literally can't place pixels out of that range, advance will be automatically set to that value (in case of fixed width), etc. Very useful for monospace fonts, and in general if you want to enforce a specific box.

Transform: New transform panel with tools to modify glyphs: Move, rotate, flip, scale. You can apply those modifiers to the current glyph, to all glyphs in current range, or to all glyphs in all ranges. Very useful particularly when you import a font and want to move up/down to meet a specific baseline, for instance.

Auto-save and recovery: Opened documents are periodically auto-saved to an internal folder. When a crash is detected, it will offer the option to recover the state of unsaved files, so you can save them manually after that.

Linux binaries available as well.

Version 0.9b

Initial pre-release version.