forked from libgdx/libgdx
-
Notifications
You must be signed in to change notification settings - Fork 0
/
CHANGES
134 lines (130 loc) · 10.2 KB
/
CHANGES
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
[1.0.0]
- Vector implementations no longer use squared value for margin comparisons, see: isZero(float margin), isUnit(float margin).
- Vector2 now has isUnit and isZero methods (copied from Vector3)
- Added new headless backend for server applications
- Support 'scaledSize' as a json skin data value for BitmapFont
- Added setAlpha(float a) method to Sprite class
- Added Input.Keys.toString(int keycode) and Input.Keys.valueOf(String keyname) methods
- Added Immersive Mode support to Android backend
- Added userObject to Actor in scene2d, allowing for custom data storage
- Altered Android's hide status bar behavior
- Changed the way wakelocks are implemented. You no longer need any special permissions for the libgdx wakelock
- BitmapFontCache setColor changes to match SpriteBatch and friends. http://www.badlogicgames.com/forum/viewtopic.php?f=23&t=12112
- Changed ParticleEffect: the ParticleEffect.save method now takes a Writer instead of a File
- TexturePacker2 renamed to TexturePacker, added grid and scaling settings.
- Added support for custom prefrences on the desktop backends.
- Fixed double resume calls on iOS.
- Android Music no longer throws exceptions if MediaPlayer is null.
- PolygonSpriteBatch implements Batch.
- New scene2d actions: EventAction, CountdownEventAction.
- Adds cancelHttpRequest() method to Net interface
- Updated GWT/HTML5 Backend to GWT 2.6.0
- Minimal Android version is 2.2, see http://www.badlogicgames.com/wordpress/?p=3297
- Updated to LWJGL 2.9.1
- Can now embed your libgdx app as a fragment, more info on the wiki
- scene2d.ui, renamed Actor methods translate, rotate, scale, size to moveBy, rotateBy, scaleBy, sizeBy. May have conflicts with Actions static import, eg you'll need to use "Actions.moveBy"
- scene2d.ui, Table background is now drawn usign the table's transform
- scene2d.ui, added Container which is similar to a Table with one cell, but more lightweight
- Added texture filters and mip map generation to BitMapFontLoader and FreeTypeFontGenerator
- scene2d.ui, VerticalGroup and HorizontalGroup got pad, fill and an API similar to Table/Container
- Removed OpenGL ES 1.0, 1.1 support; see http://www.badlogicgames.com/wordpress/?p=3311
- Added OpenGL ES 3 support
- Updated Android backend, demos, tests to 4.4
- Added Viewport, changed Stage to have a Viewport instead of a Camera (API change).
- Changed play mode constants of Animation class to enumeration, see http://www.badlogicgames.com/wordpress/?p=3330
[0.9.9]
- added setCursorImage method to Input interface to support custom mouse cursors on the desktop
- removed Xamarin backend, see http://www.badlogicgames.com/wordpress/?p=3213
- added Select class for selecting kth ordered statistic from arrays (see Array.selectRanked() method)
- refactored Box2D to use badlogic Arrays instead of java.util.ArrayLists
- MipMapGenerator methods now don't take disposePixmap argument anymore
- added GLTexture, base class for all textures, encapsulates target (2d, cubemap, ...)
- added CubeMap, 6 sided texture
- changed TextureData#consumeCompressedData, takes target now
- added RoboVM backend jar and native libs (libObjectAL, libgdx, in ios/ folder of distribution)
- added RoboVM backend to build
- changed Bullet wrapper API, see http://www.badlogicgames.com/wordpress/?p=3150
- changed MusicLoader and SoundLoader to be asynchronous loaders
- changed behaviour of Net#sendHttpRequest() so HttpResponseListener#handleHttpResponse() callback is executed in worker thread instead of main thread
- added Bresenham2, for drawing lines on an integer 2D grid
- added GridPoint2 and GridPoint3, representing integer points in a 2D or 3D grid
- added attribute location caching for VertexData/Mesh. Hand vertex attribs to a ShaderProgram, get back int[], pass that to Mesh
- added Android x86 builds, removed libandroidgl20.so, it's now build as part of gdx-core for Android
- changed method signature on Box2D World#getBodies and World#getJoints, pass in an Array to fill
- removed glGetShaderSource from GL20, use ShaderProgram#getVertexShaderSource/getFragmentShaderSource instead
- added reflection api
- added AsynchExecutor, execute tasks asynchronously. Used for GWT mainly.
- removed FileHandle#file(), has no business in there.
- removed box2deditor
- removed custom typedarrays in gwt backend
- added classpath files support for gwt backend (limited)
- moved AndroidWallpaperListener to Android Backend
- added new VertexAttribute Usage flags, bone weight, tangent, binormal. previously encoded as Usage.Generic. Also
added field "unit" to VertexAttribute, used by texture coordinates and bone weights to specify index/unit.
- setup-ui template for iOS disables pngcrush, also updated wiki iOS article
- add Pixmap#fillTriangle via jni gdx2d_fill_triangle() to fill a triangle based on its vertices.
- add asynchronous download with continuous progress feedback to GWT asset preloader, see https://github.com/libgdx/libgdx/pull/409?w=1
- add capability to add/exclude package/classes GWT Reflection system, see https://github.com/libgdx/libgdx/pull/409?w=1
- add updated gdx-tiled-preprocessor, generate one single TextureAtlas for all the specified Tiled maps, see http://www.badlogicgames.com/forum/viewtopic.php?f=17&t=8911
- maps API, add new AtlasTiledMapLoader for loading maps produced by the tiled preprocessor tool
- ImageProcessor, TexturePacker2 now accepts BufferedImage objects as input
- TexturePacker2 now avoids duplicated aliases
- Updated to LWJGL 2.9.0
- refactored JSON API, see http://www.badlogicgames.com/wordpress/?p=2993
- Updated Box2D to the latest trunk. Body#applyXXX methods now take an additional boolean parameter.
- TmxMapLoader has a flag in Parameters that lets you specify whether to generate mipmaps
- Animation#isAnimationFinished was fixed to behave as per javadocs (ignores looping)
- remove GLU interface and implementations. Use Matrix4 et al instead. see http://www.badlogicgames.com/wordpress/?p=2886
- new maps API, see http://www.badlogicgames.com/wordpress/?p=2870
- removed static public tmp Vector2 instances, manage such temporary vars yourself, see http://www.badlogicgames.com/wordpress/?p=2840
- changed Scene2D Group#clear(), see http://www.badlogicgames.com/wordpress/?p=2837
- changed the build system, natives are now fetched from the build server, see http://www.badlogicgames.com/wordpress/?p=2821
- freetype extension supported on iOS, see http://www.badlogicgames.com/wordpress/?p=2819
- changed ShapeRenderer API, see http://www.badlogicgames.com/wordpress/?p=2809
- changed Actions.add to addAction, changed parameter order, and added removeAction, addListener, removeListener
- Box2d joints now allow for user data
- Changes to Intersector, Circle, Rectangle and BoundingBox for consistency in #overlap, #intersect and #contains methods, see https://github.com/libgdx/libgdx/pull/312
- Removed LwjglApplicationConfiguration CPU sync. Added foreground and background target framerate.
- scene2d, no longer use getters/setters internally for Actor x, y, width, height, scalex, scaley and rotation.
- Array, detect nested iterator usage and throw exception.
- Added getVolume to Music class and Android, IOS and GWT backends
- 1381, fixed JSON parsing of longs. In addition to Float, it now parses Long if no decimal point is found.
- Changed Array constructors that took an array to have offset and count
- scene2d, Actor parentToLocalCoordinates and localToParentCoordinates refactoring, see http://www.badlogicgames.com/forum/viewtopic.php?p=40441#p40441
- scene2d, Action#setActor no longer calls reset if the Action has no pool. This allows non-pooled actions to be add and removed from actors, restarted, and reused.
- ScrollBar#setForceOverscroll renamed to setForceScroll, as it affects more than just overscroll.
- ArrayMap#addAll renamed to putAll to match the other maps.
- Added ObjectSet and IntSet.
- Added completion listener to Music.
- Added Music#setPan.
- Sound#play and Sound#loop on Android now return -1 on failure, to match other backends.
- DelegateAction subclasses need to implement delegate() instead of act(). http://www.badlogicgames.com/forum/viewtopic.php?p=43576#p43576
- Added pause and resume methods to Sound.
- Changed AssetErrorListener#error to have AssetDescriptor to enable access to parameters of failed asset.
- Changed SelectBoxStyle to have ScrollPaneStyle and ListStyle for fully customizing the drop down list. http://www.badlogicgames.com/wordpress/?p=3110
- AssetLoader now takes a FileHandle that is the resolved file name. The AssetLoader no longer has to resolve the file name, so we can prevent it from being resolved twice.
- Rewrote EarClippingTriangulator to not allocate (no more Vector2s).
- Added ParticleEffectLoader to make AssetManager load ParticleEffects
- Added GeometryUtils, more Intersector functions, DelaunayTriangulator, ConvexHull.
- Added getBoundingBox to ParticleEffect
- EarClippingTriangulator changed to return triangle indices.
- PolygonSpriteBatch and friends refactored to use triangle indices.
- Added add(T, float), remove(int), remove(T) and clear() methods to BinaryHeap
- Bitmap Font changes:
- FreeTypeFontGenerator allows you to specify the PixmapPacker now, to create an atlas with many different fonts (see FreeTypePackTest)
- BitmapFont, BitmapFontCache and FreeTypeFontGenerator now support fonts with multiple texture pages. (see BitmapFontTest and FreeTypePackTest)
- BitmapFontData.imagePath and getImagePath() is depreacted, use imagePaths[] and getImagePath(int) instead
- Added two BitmapFont constructors for convenience; no need to specify flip boolean
- Added getCache() to BitmapFont, for expert users who wish to use the BitmapFontCache (see BitmapFontTest)
- FreeTypeFontGenerator now includes setMaxTextureSize and getMaxTextureSize to cap the generated glyph atlas size (default 1024)
- added render-hooks beginRender() and endRender() to BatchTiledMapRenderer
- Added panStop to GestureListener interface.
- ScissorStack#calculateScissors changed to take viewport, enabling it to work with glViewport.
- Added Bits#getAndClear, Bits#getAndSet and Bits#containsAll
- Added setX and setY to TextureAtlas.AtlasSprite so it matches expected behavior
[0.9.8]
- see http://www.badlogicgames.com/wordpress/?p=2791
[0.9.7]
- see http://www.badlogicgames.com/wordpress/?p=2664
[0.9.6]
- see http://www.badlogicgames.com/wordpress/?p=2513