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HISTORY.txt
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HISTORY.txt
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3.2 -- 10/8/2013
--------------------
* Minor release
* Move to GLFW 3; only immediately noticeable feature is Retina support on Mac OS X
* Client code using MouseWheel will have to be changed and rescaled since those notifications are now reported as a two-dimensional vector of floats instead of a one-dimensional integer.
* TypedMessages now available to scripts
* Updates to support new versions of Visual Studio and Xcode
* GetDocumentsPath() added to StringUtil, giving platform-relevant places to put files
* Fixed a bug where Actor tags were being stored in all lower-case, but search was still case-sensitive; tag retrieval no longer considers case
* Adding preprocessor definitions ANGEL_DEBUG and ANGEL_RELEASE for conditional compilation
* Making an out-of-bounds controller read assert in debug mode.
* Fixed a bug where BoundingBox outlines would not update if their Actor was moved
* Removed unsafe string scanning call from hex->int conversion in Color
* Fixed potential stack overflow in DeveloperLog::Printf
* Fixed asserts when running without a UI texture
* Fixed potential memory leak from Message not including virtual destructor
3.1 -- 2/27/2013
--------------------
* Minor release
* Adding GUI capabilities with gwen
* Fixing build system bugs on Linux distributions (SWIG versions; new header files)
* Supporting the use of Homebrew instead of MacPorts
* Updates for iPhone 5; new Xcode versions
* Windows build now based on Visual Studio 2010
* Camera can now use interval interpolation for 3d movement
* Removed silly kicker program in favor of proper DLL delay loading
* Tweak to simulation loop so that physics actors sync their positions before receiving their normal Actor updates
* Particles now have an attractor attribute that you can use to make pretty stream flows.
* Fixing a long-standing bug in ParticleActors that was causing way too many particles to be emitted per frame.
* Lots of housekeeping/cleanup of code for readability and correctness
* Now mirroring Google Code development on GitHub (http://github.com/sjml/angel-engine)
3.0.1 -- 3/26/2012
--------------------
* Bugfix release
* Fixing crash that would occur if contact lost messages were sent as the result of destroyed PhysicsActor
* Minor bug fixes: MoveWindow not doing anything; Mac FreeType build throwing warnings
* Making GridActor not overdraw as much
* Fixing Windows build to include HUDActor
* Updating copyright notices for generated Attributions.txt
3.0 -- 3/20/2012
--------------------
* Major release
* Python scripting replaced with Lua
* iOS build
* Libraries updated to latest contemporary versions:
* Lua
* SWIG
* Box2D
* FreeType
* FTGLES
* GLFW
* Vorbis
* Ogg
* Compile-time options to not use DevIL or FMOD, falling back to vorbis and libpng support for audio and textures
* Support for user preferences
* MobileSimulator object to provide fake device inputs for Windows devs working on iOS projects
* Various bug fixes and optimizations for all builds
2.2 -- 4/30/2010
--------------------
* Minor release
* Linux support (Ubuntu and Fedora)
* Replaced FreeImage with DevIL
* Mac builds targeting Snow Leopard and higher; no longer a universal binary
2.1 -- 3/2/2009
--------------------
* Minor release
* Updating FreeType build process on the Mac
* Adding accessor for Actor's current sprite frame
* Documentation fixes
* Fixes to Python Windows build
* Fixes to Mac publish step so that scripts would be pre-compiled
2.0 -- 2/13/2009
--------------------
* Major release
* Python scripting
* Mac support
* Removal of ClusterGame
* Doxygen-powered documentation
* Massive cleanup and re-org
1.1 -- 6/??/2008
--------------------
* Minor release
* Big cleanup pass to fix last-minute duct tape solutions that arose in the leadup to the gamejam
* Incorporation of some features added during the course of the jam
* First public release, licensed under BSD-style license
1.0 -- 4/25/2008
--------------------
* Internal milestone release for first Electronic Arts Los Angeles gamejam
* Developed over a few months by a core team of EALA progammers (and one designer)
* Basic framework
* Actors
* Textures (with FreeImage)
* Simple animations
* Physics (with Box2D)
* Sound (with FMOD)
* Text rendering (with FTGL)
* Particles
* AI state machine and pathfinding
* Mouse, Keyboard, 360 Controller input
* Config and Tuning support
* In-Game Console
* IntroGame/ClientGame to show off functionality + provide base starting point
* ClusterGame -- Original "DemoGame" where all functionality was crammed as it was added (more a development artifact than a useful thing)
* Simple publish scripts
* Windows only