- Support multiple GLTF scenes
- Use
pfeodrippe/sonic-pi
fork where we add the ATK plugin - Add
vy.u/app-resource
for getting resource correctly - Using the ATK plugin, we add a directional scsynthdef file, refer to
the synths.scs file (the synthdef file can be extracted in run time with
vy.u/app-resource
) - Support immediate mode (same as no readonly mode) for systems with
:vf/immediate
- Add target and slot support
- Move transform system to C
- Add IDerefable Ref
- Add zig_src for being able to write systems in zig instead of c
- Move vybe_transform from C to zig
- Add multiplayer
- Add
vybe.network
- Support hole punchings (see
server.py
)- There is a digital ocean server that you can use to initiate the process
- You can use
:vg/sync
for an entity that should be networked sync - You can use
:vg/networked
to say which components should be networked sync
- Add
- Add RayGui
- Support unions in components
- Besides OSX, the sample (in the vybe-games repo) is now known to work on a Windows
- Create github action for Mac, Linux and Windows
- Mac, Linux and Windows packages are now published by Github Actions
- Create
vg/start!
as the game wrapper so we can abstract some implementation details - Add
vf/event!
- Emit event when body contact is added
- Add
:vf/unique
component trait, it forces a component to be applied to one entity only, removing it from all the others entities - Add on click and on hover events
- Support
:vf/disabled
for systems and observers - Support getting source for any term (e.g. parent) by using :vf/entity
- Rename
vf/get-name
tovf/get-rep
, re-addvf/get-name
, but now it returns a string (flecs path) - Add
vybe.clerk
ns- Add systems/observers charts
- Expose option to enable the remote (rest) api
- Add Clerk docs tab
- Add JoltPhysicSharp
- Use latest Jolt (support for soft bodies!)
- Support linked GLTF meshes
- Make pointers (VybePMap) const if you use the default Flecs access modifier (:in)
- Use rotations from GLTF file to set physics
- Create VyBody and modify jolt functions to return it instead of just the ID
- Use
w
to as the storage for everything, removeenv
- Allow dynamic flecs queries
- Add Flecs observers
- Allow datalog-like queries using Flecs
- Query scopes
- Variables
- Sources
- See https://github.com/SanderMertens/flecs/blob/v4/docs/Queries.md
:vg/dynamic
converts meshes to dynamic objects (AABB)
- Add
vf/ref
operator to refer to existing components - Add
vf/del
operator to flag an component for deletion - Add jolt
- Add raycast
- Create VybePOpaque to represent memory segments
- GLTF loading now also loads physics (statically)
- Using the axis aligned bounding box (AABB) method only
- Fix memory leaks
- Now supporting skins