All Versions
8
Latest Version
Avg Release Cycle
52 days
Latest Release
335 days ago

Changelog History

  • v0.7.1

    December 14, 2018
    • ⬆️ Upgraded to Rust 2018 edition. #69
    • Customized the start section of the wasm module, the entrance code should be executed when the module is loaded. #70
  • v0.7.0

    November 21, 2018
    • 🚀 Rebase the initial release from v0.7.0.

    🚀 [Unreleased]: https://github.com/shawnscode/crayon/compare/v0.7.0...HEAD

  • v0.5.1

    September 01, 2018
    • Re-export macros from cgmath.
    • ➕ Add optional attribute field in shader.
    • 🛠 Fix un-expected side-effects of GLVisitor::bind_texture.
  • v0.5.0

    September 01, 2018

    This version introduced a lots of breaking changes.

  • v0.4.0

    April 03, 2018
    • 🐎 This version introduces a lots of break changes and significant performance improvement by integrating with rayon.
    • The error handle mechanism has been refined with failure.
  • v0.3.0

    March 01, 2018

    🛠 Fixed

    • 🛠 Fixed write failures on depth buffer. (#47)
    • 🛠 Fixed input detection under HiDPI environments. (#47)

    🔄 Changed

    • ✂ Removed scene from core module. (#47)
    • 0️⃣ Use failure instead of error-chain as the default error manangement crate. (#47)
    • Refined RAIIGuard into GraphicsSystemGuard. (#47)
    • Unified the interface of setup data in graphics module.
  • v0.2.0

    January 30, 2018

    ➕ Added

    • Introduced scene in core module. (#42)
    • ➕ Added touch emulation with mouse device. (#42)

    🛠 Fixed

    • 🛠 Fixed unexcepted panics when closing window. (#40)
    • 🛠 Fixed unexpected ColorMask and DepthMask behaviours. (#42)

    🔄 Changed

    • Introduced Mesh instead of VertexBuffer and IndexBuffer to simplify APIs. (#40)
    • Rewrited entity component system in a more flexible way. (#39)
    • ✂ Removed inexplicit location definitions when creating Shader, Texture and Mesh objects. (#42)
  • v0.1.0

    December 15, 2017

    🚀 This is the first stable release of crayon. It has partially implemented goals below:

    • Extensible through external code modules;
    • 🍎 Run on macOS, Windows from the same source;
    • Stateless, layered, multithread render system with OpenGL(ES) 2.0+ backends;
    • Entity component system with a data-driven designs;
    • Unified access to input devices across platforms;
    • Asynchronous data loading from various filesystem;