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RELEASE_NOTES.md

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1.1.2

  • Fix circles having a moment of inertia of 0
  • Optimize core vector operations, integrator checks & compiled output (SWC)
  • Update to latest Fable (4.x)

1.1.1

1.1.0

  • Cleanup engine code using this
  • Add Vec2.atAngle / mg.vAngle()
  • Add Simulator.impulse / physicsObj.prototype.impulse()
  • Un-expose some internal Simulator funcs
  • More toString tags on object prototypes, which should improve debugging experience in some browsers
  • Fix collision response clipping issue
  • Add post-frame hooks
  • Add event handling for DOM events
    • Imperatively when they occur on the relevant game object
    • Imperatively when they occur globally
    • All since last tick on the relevant game object
    • All since last tick globally
    • All since last frame globally
  • Add infinite plane colliders - great for floors and walls
  • Add world colliders, which are not tied to a game object and immovable
  • Fix incorrect minning of vectors for collision
  • The default styles no longer make objects look like they're clipping when close
  • mg.createCircle() and mg.createRect() now automatically calculate moments of inertia
  • Fix 0 masses breaking things
  • Impulses can now be applied from offset positions (//TODO: test)

1.0.1

  • Fix some wrong typedefs
  • Fix y values below 0 breaking in Engine.updateGameObject
  • Add "type": "module" to fix some tools (eg Astro CLI) complaining
  • Fix target .NET versions for Physics and Engine

1.0.0

  • Hello World! Mingine is now on NuGet and NPM.