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da81c353f6
* Update MonoGame references to 3.8.2.1105 * Vector2.Rotate is not built into MonoGame * Update to net8 * Update version number * Update changelog * Deprecate Vector2.Rotate for MonoGame only * Deprecate it but don't error it so API doesn't break for others.
16 KiB
16 KiB
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.
[Unreleased]
Note
Unreleased changes exist in the current
developbranch but have not been pushed as either a stable or prerelease NuGet package.
[4.0.1]
VortexModifiernow properly makes use of theMaxSpeedproperty. @AristurtleDev #921rayNearDistanceandrayFarDistanceare now properly swapped inPrimitivesHelper.IntersectsSlab(). @AristurtleDev #922- Resolved issue where an
ArgumentNullExceptionwas thrown when loading BitmapFonts due to thebmfFile.Pathvalue not being set. @AristurtleDev #924 - Resolved issue for FNA in
ColorExtensions.FromArgbdue to FNAColorstruct not having a constructor that accepts a uint packed value. @ValorZard #925 - Updated for MonOGame 3.8.2.1105 release @AristurtleDev #926
- MonoGame References updated to 3.8.2.1105
- MonoGame.Extended target framework updated to net8.0
Vector2Extensions.Rotatehas been marked deprecated for MonoGame targets only (KNI and FNA still use this). With the release of MonoGame 3.8.2.1105, MonoGame now has a built in method for rotating aVector2. @AristurtleDev #926
[4.0.0]
Added
- Added unit test for
PolyGon.Containsto ensure consistency in expected return values for edge touching compared to MonoGame. @AristurtleDev #871 - Added unit test for
BitmapFont.MeasureStringto validate that it correctly accounts for trailing whitespace. @AristurtleDev #876 - Added unit test for
ContentReaderExtensions.GetRelativeAssetNameto validate that asset name sanitization resolves to correct path. @AristurtleDev #877 MonoGame.Extended.Content.Pipeline.targetswas added to the MonoGame.Extended.Content.Pipeline nuget. This target contains a task that will automatically copy the required dll references for the MGCB Editor to the/Content/referencesdirectory inside the project root for easier access. @AristurtleDev [#855] (https://github.com/craftworkgames/MonoGame.Extended/pull/885)- Updated
ComponentManagerto implementIEnumerable<ComponentMapper>@mbowersjr #888
Changed
Matrix2was renamedMatrix3x2to better reflect what it actually is. @AristurtleDev #870- Renamed
Size2toSizeFto keep naming consistency of types. @AristurtleDev #873 - Updated solution (.sln) to Visual Studio 2022 @nkast #880
- Updated project types to .Net.Sdk @nkast #880
- Use
System.IO.Compression.ZLibStream@nkast #822 BitmapFontrefactored. Now supports all three BMFont export types (XML, Text, and Binary). @AristurtleDev #877TextureRegion2DandNinePatchRegion2Dmoved toMonoGame.Exteneded.Graphicsnamespace. @AristurtleDevTextureREgion2DandNinePatchRegion2Drenamed toTextureRegionandNinePatchRegion. @AristurtleDev
Removed
- All projects now output build artifacts to a common
.artifactsdirectory at the root of the repository. @AristurtleDev #865 - Dependency on NewtonSoft.Json was completely removed in favor of using dotnet's
System.Text.Json@AristurtleDev #869 - Removed
Size3. It was redundant sinceMicrosoft.Xna.Framework.Vector3exists. @AristurtleDev #872 - Removed
Point3. It was redundant sinceMicrosoft.Xna.Framework.Vector3exists. @AristurtleDev #874 - Removed
Point2. It was redundant sinceMicrosoft.Xna.Framework.Vector2exists. @AristurtleDev #875 - Removed unnecessary dependency introduced by previous pull requests @nkast #881
Fixed
- Resolved
Matrix3x2(formallyMatrix2) not accounting for negative when calculating scale. @AristurtleDev #870 - Implemented standard
IDisposepattern to resolve for particles @AristurtleDev #879
[3.9.0-prerelease.4]
Warning
Please note that during this release, the entire project structure was reorganized. More importantly, build artifacts like dlls and packages created by projects are now output in a
.artifactsdirectory at the root of the repository.
Added
- All projects now output build artifacts to a common
.artifactsdirectory at the root of the repository. @AristurtleDev #865
Changed
- Entire project structure was reorganized to resemble the MonoGame project so there is consistency for users who work from source. @AristurtleDev #856
Removed
- Roadmap.md was removed, it was no longer valid. @AristurtleDev #861
[3.9.0-prerelease3]
Added
- Added
.editorconfigto project @LokiMidgard #708 - Include XML Documentation in NuGet packages @Apostolique #733
- Added
ComponentMapper.OnPutandComponentMapper.OnDeleteevents. @GrizzlyEnglish #744 - Added ability to configure layer depth for auto triggered particle effects. @codymanix $756
- Added support for
classattribute of objects in Tiled. @carlfriess #766 - Added
VelocityInterpolatorto allow particles to change velocity as they age. @slakedclay #798 - Implemented parallax factor for Tiled maps @Gandifil #801
- Added unit tests for
SpriteSheetAnimation. @DavidFidge #806 - Added
MouseStateExtended.IsButtonPressed,MouseStateExtended.IsButtonReleased,KeyboardStateExtended.IsKeyPressed,KeyboardStateExtended.IsKeyReleasedas replacements for deprecated properties. @LilithSilver #815 - Adds support of nested class properties in Tiled. @KatDevsGames #817
- Add support for class filed on Tiled map, layers, and tilemaps. @KatDevsGames #818
- Added overload method for
PrimitiveDrawing.DrawSolidCirclethat adds afillColorparameter. @Asthegor #819 - Add support for Collection of Images tilest type @Gandifil #829
- Added
RectangleFserializer @Gandifil #833 - Added
OrientedRectanglefor improved collision detection. @toore #840
Changed
EllipseFchanged formclasstostructand now implementsIEquatableandIShapeF. @simonantonio #718TiledMapTileLayer.TryGetTilereturnsfalseif thexparameter is outside the bounds of the tile. @LokiMidgard 755- Updated MonoGame dependency from 3.8.0 to 3.8.1.303. @lithiumtoast #692
- Update from
netcoretonet6@Emersont1 #766 - Unit tests swapped to using XUnit. @toore #785
- Power of two values added for
MouseButtonenum so thatHasFlagcan be used. @dezoitodemaio #799 - Collisions update @Gandifil #824, #825
- Tween enhancements @Gandifil #835, #836, #837
- Throw
UndefinedLayerExceptionwhen providingnullinCollisionComponentconstructor due. @safoster88 #839 - Updated NewtonSoft.Json dependency version @AristurtleDev #854
Deprecated
- Deprecated
MouseStateExtended.WasButtonJustDown,MouseStateExtended.WasButtonJustUp,KeyboardStateExtended.WasKeyJustDown, andKeyboardStateExtended.WasKeyJustUp. @LilithSilver #815
Removed
- Removed MyGet feed deployment. All NuGets, including pre-releases, are now pushed to NuGet.org only. @AristurtleDev #856
Fixed
- Resolved
FadeTransitionglitch @topnik-code #699 - Resolved issue where relative paths for tileset sources in .tmx caused Tiled map importer to fail. @merthsoft #713
- Fixed
ParticleEmitteralways using the same random seed. @mikeparker #717 - Resolved half pixel offset bug in
TiledMapLayerModelBuilder. @kryzp #721 - Fixed issue where
Entity.Detach()did not invokeEntityChangeduntil next update cycle. @SjaakAlvarez #724 - Fixed issue due to
Color.TransparentBlackbeing removed from MonoGame 3.8.1.303 @Pizt0lmnk #735 - Correctly resolve relative path of texture in
TextureAtlasJsonConverter. @merthsoft #746 - Fixed issue where
KeyboardExtended.GetState()andMouseExtended.GetState()rewrites previous state value. @KRC2000 #770 - Fixed crash on Android when loading
AnimationSprite. @garakutanokiseki #782 - Fixed issue when transforming a
RectangleFnot calculating bounding rectangle from the rotated original as intended. @toore #787 - Effects used for Tiled rendering rebuilt using MonoGame 3.8.1.303. @mattj1 #789
- Resolved
ComponentManager.Destroythrowing aNullReferenceException. @Jeff425 #794 - Resolved
CollisionManagerreporting objects as colliding even after object(s) have been moved out of collision bounds @toore #795 - Fixed looping animations incorrectly when an update contains large elapsed time in
SpriteSheetAnimation. @DavidFidge #806 SpiteSheetAnimationping pong waits until frame delay is complete on re-entry of the first frame before firingCompleteevent. @(DavidFidge)SpriteSheetAnimationping pong finishes on the first frame instead of potentially on a different frame. @DavidFidge #806- Fix allocations during
foreachiterations ofBag<T>. @LilithSilver #814 - Decreased allocation overhead for
KeyboardStateExtended@LilithSilver #820 - Resolve single digit type in HSl Lerp function @Apllify #834
- Fixed issue where animated tiles that were flipped were rendering incorrectly @tigurx #846
- Resolve infinite recursion glitch for `Shape.Intersects(this IShapeF, IShapeF). @AristurtleDev #852