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CHANGELOG.md

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Master

  • 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

v0.6.338

  • 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

v0.4.302

  • 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 RayGui
  • Support unions in components

v0.4.165

  • Besides OSX, the sample (in the vybe-games repo) is now known to work on a Windows

v0.4.141

  • Create github action for Mac, Linux and Windows
  • Mac, Linux and Windows packages are now published by Github Actions

v0.1.98

  • 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 to vf/get-rep, re-add vf/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

v0.1.75

  • 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, remove env

v0.1.67

v0.1.49

  • 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

v0.1.23

  • Fix memory leaks

v0.1.18

  • Now supporting skins