Releases: VanderCat/NekoLib
Releases · VanderCat/NekoLib
0.8.0
Full Changelog: 0.7.1...0.8.0
- Added ActionDispatcher that dispatches queued actions on next frame
- GameObjects now initialize automatically on the next frame through ActionDispatcher
- GameObjects and Components are now queed for addition and removal through ActionDispatcher
- Removed Object Copying in the BaseScene and GameObject
- Fixed Inspector Enum crashing
- Object.Dispose is now Abstract
- BaseScene.Initialize is now Abstract (no longer need to initialize each object manualy
- SparseSet Implementation
- GameObject uses SparseSet for component storage
- Bump Version
0.6
- Fixed Global Matrix Calculation
- Added OnEnable/OnDisable
- Fixed exception when modifying components and gameobjects inside a message
- Changed IScene.GetRootGameObject() to IScene.RootGameObject //BREAKING
- Made GameObject's Update, Draw and Initialize virtual
- Fixed GetGameObjectByName throwing exception instead of returning null
- Fix Component removal when destroying GameObject
- Fix exception on any component removal
- Added Virtual Filesystem
- Fixed timer was not ticking
- Add compile targets for newer frameworks
- NuGet release!
Full Changelog: 0.4.1...0.6
0.4.1 HOTFIX
- fixed console spam (i forgot to remove debug line)
- fixed incorrect transform multiplication in hirearchy
0.4
- Removed
GameObject.Tag - Added
HashSet<string> GameObject.Tags - Fixed scene unloading if loaded more than two scenes at once
Transform.Positiongetter is more optimized- Fixed
Transform.PositionandTransfrom.Rotationsetters (Work as intended)
0.3.1
- Added IScene.GetRootGameObjects()
- Added IScene.GetGameObjectByName(string name)
- Added IScene.GetGameObjectById(Guid id)
- Added IScene.GetComponentById(Guid id)
- Added GameObject.GetChildByName(string name)
- BREAKING Dispose scenes by default
0.3
- Moved to .NET Standard 2.1
- Added
IScene.Dispose()with an virtual implementation - Added
NekoLib.Core.Timerclass, inspired byhump.timer(Lua) - Added
bool GameObject.HasComponentInChildren<TComponent>()method - Added
TComponent[] GameObject.GetComponentsInChildren<TComponent>()method - Added
Component[] GameObject.GetComponentsInChildren()method - Added
TComponent GameObject.GetComponentInChildren<TComponent>()method - Added
SceneManager.InvokeScene()to run other than defulat methods on scenes, e.g. DrawGui (same asGameObject.SendMessage()) - Fixed Incorrect matrix multiplication order
- Behaviours are now properly disabled
- GameObjects can be created with name using
new GameObject("name")