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  • v0.7.0 Changes

    ➕ Added

    • ➕ Added filesystem::zip_dir
    • 📚 Expanded/improved documentation

    🔄 Changed

    • 🙋 Switched DrawParam::offset behavior back to how it was pre-ggez 0.6; more details in the FAQ
    • 🚚 Moved some generic functionality from Image to ImageGeneric and from Canvas to CanvasGeneric
    • 🚚 Also moved some Canvas specific functionality from CanvasGeneric to Canvas
    • 0️⃣ Made GameError the implicit default error type for the event handler
    • 👍 Made TextFragment functions take Into<T> for better usability
    • 🔄 Changed Rust edition to 2021
    • 🔖 Version bumped bytemuck to 1.7
    • 🔖 Version bumped glam to 0.20

    🗄 Deprecated

    Nothing

    ✂ Removed

    • Multi-sampled canvases (which didn't work at all before) can no longer be created when using the GLES backend. The reason for this is that we finally fixed them via a fragment shader workaround which isn't supported on GLES.

    🛠 Fixed

    • 🛠 Finally fixed/implemented MSAA on canvases. As gfx doesn't provide us with the necessary tools to do so directly, the implementation is internally based upon a fragment shader workaround, which doesn't work on GLES.
    • ⚡️ Made sure that the bounding box of Mesh is actually updated when Mesh::set_vertices is called

    Broken

    Nothing we're aware of yet

  • v0.6.1 Changes

    ➕ Added

    • Allowed ContextBuilder to rename resources folder and resources.zip
    • Added winit re-export
    • Added get_window_position
    • Added an example showcasing animation using keyframe
    • Added support for the TGA image file format (and possibly some others by accident as well)
    • Added methods to access sprites inside of a SpriteBatch directly

    🔄 Changed

    • MeshBatch::dimensions now returns a rectangle containing all of its mesh instances (instead of simply returning the dimensions of the underlying single mesh, as before)
      • Drawing a MeshBatch with an offset != (0,0) results in such dimensions being calculated (just like in SpriteBatch), which can be expensive, but leads to the offset being interpreted as a relative offset, instead of an absolute one
    • Changed mouse move callback a little: it now returns the difference in movement relative to the last callback, not the mouse position at the end of the previous frame
    • Most of the filesystem functions now take &Context instead of a mutable one
    • Version bumped old_school_gfx_glutin_ext to 0.27
    • Version bumped glutin to 0.27
    • Version bumped winit to 0.25
    • Version bumped glam to 0.17.3

    🗄 Deprecated

    Nothing

    ✂ Removed

    Nothing

    🛠 Fixed

    • fixed color transformation from linear color back to sRGB
    • internal folder structure of the resources.zip file is now resolved correctly on Windows
    • fixed mouse::delta: it now actually returns the difference in mouse position relative to the previous frame instead of the raw mouse feedback it returned until now

    Broken

    • bumping our dependencies on a patch release is technically a breaking change, sry for that
  • v0.6.0 Changes

    ➕ Added

    • Added MeshBatch
    • Added a Premultiplied blend mode, which greatly improves Canvas usability
    • Added a CustomError variant to GameError.
    • Added function to allow custom gamepad definitions
    • Added function to fetch raw window
    • Added function to set window position on the screen
    • Added function to get supported resolutions of the current monitor
    • Added generators for rounded rectangle meshes
    • Tried to make more error types conveniently comply with std::error::Error
    • Added functions to fetch positions of text glyphs
    • Added visible to WindowMode to allow ggez to run without a visible window
    • Added on_error function to EventHandler, making error handling more convenient
    • Added a download buffer handle to the gfx context, to avoid possibly recreating it all the time, which means things like taking multiple screenshots should work more smoothly now, as long as the target size doesn't change

    🔄 Changed

    • EventHandler now takes an error type as a parameter, which allows you to use your own error types
    • FullscreenType::True now causes the game to be rendered exclusively on the current monitor, which also allows to set different resolutions
    • Changed blend modes massively in the hope that they're either more "correct" or helpful now
    • Changed the way SpriteBatch reacts to DrawParams with an offset != (0,0): It now calculates its own dimensions (a rectangle containing all sprites) and interprets the offset as a fraction of that
    • Switched rand in the examples to oorandom, for basically aesthetic reasons. (Not advertising at all, honest.)
    • Version bumped rodio to 0.13
    • Version bumped lyon to 0.16
    • Version bumped glyph_brush to 0.7
    • Version bumped winit to 0.23, which brings many fixes, better Wayland handling, and a slightly different style of event loop with some different constraints and type names.
    • winit update has also changed and smoothed over some of the issues with high-DPI handling.
    • Updated just about every other dependency under the sun
    • Minimum rustc version is now 1.42
    • Audio API in general changed a little for rodio API differences.

    🗄 Deprecated

    Nothing

    ✂ Removed

    • removed ggez::nalgebra crate re-export. All math in the public API should now be mint types, and it is a bug if they are not.

    🛠 Fixed

    • Fixed a mistake in the matrices created from DrawParams leading to them being slightly wrong when an offset was used (this might fix a lot of very subtle rendering bugs)
    • ggez no longer creates empty directories (for resources and other things), unless necessary
    • Setting DrawParams now results in consistent behaviour everywhere (ok, no, we missed MeshBatch, which received this fix in 0.6.1), including SpriteBatch and Canvas
    • Fixed a memory leak in screenshot and to_rgba8
    • Fixed transfrom_rect (and added some more tests for it)
    • Too many things to count

    Broken

    Nothing (yet)

  • v0.5.1 Changes

    ➕ Added

    Nothing

    🔄 Changed

    • version bumped image
    • Tiny doc cleanups and futzing around with readme

    🗄 Deprecated

    Nothing

    ✂ Removed

    Nothing

    🛠 Fixed

    Nothing

    Broken

    Nothing

  • v0.5.0 Changes

    ➕ Added

    • Added line cap and join options
    • Added spatial sources for audio
    • Added From implementations for Color to convert from various tuples of f32's. Redundant but it annoyed me they don't exist.
    • Add OpenGL ES 3.0 support
    • Add optional textures to Meshes.
    • Added lots of tests and doctests.
    • Added a c_dependencies feature. It's on by default, but disabling it will build ggez without unnecessary C dependencies (currently bzip2 and minimp3). #549
    • Added (basic) spatial sound support.
    • Added loading of resource zip files from in-memory bytes

    🔄 Changed

    • Updated versions of lots of dependencies.
    • Minimum rustc version is now 1.33, rust 2018 edition.
    • We now use winit instead of sdl2 for window creation and events! This removes the last major C dependency from ggez. It also involves lots of minor changes, the full extent of which is still going to evolve.
    • DrawParam now uses the builder pattern instead of being a bare struct, which allows easier conversion from generics (such as mint types) as well as simplifying the internal math.
    • All public-facing API's that take Point2, Vector2 or Matrix4 should now take Into<mint::...> for the appropriate type from the mint crate. This should let users use whatever math library they care to that supports mint; currently nalgebra, cgmath and euclid are all options.
    • Moved all the FilesystemContext methods into top-level functions in the filesystem module, to be consistent with the rest of the API.
    • What used to be the text_cached module is now the text module, replacing all the old text stuff with cached text drawing using the glyph_brush crate. This dramatically changes the text API, as well as being faster and more powerful.
    • Various dimension parameters have changed to fit the underlying implementations more closely. Image dimensions have changed from u32 to u16, which they always were but now it's exposed to the API. Various screen size dimensions have changed from u32 to f64, which allows winit to do smoother scaling.
    • Similarly, Mesh's now have u32 indices. #574
    • Various getters have been renamed from get_<field>() to <field>(). Of particular note are changes to Drawable and ShaderHandle traits.
    • Some minor modularization has taken place; at least, gamepad and audio module scan be disabled with settings in your conf.toml. Doing the same for filesystem, graphics, and input is a liiiiiittle more involved.
    • MeshBuilder DrawMode's now can take parameters, and have some shortcut functions to make default parameters. This simplifies things somewhat by not needing separate args to specify things like a stroke width for DrawMode::Stroke.
    • HiDPI support removed since it doesn't do anything useful. Any problems with your window not being the size you asked for are winit's problem and will be solved once they fix it. #587
    • Moved ggez::quit() to ggez::event::quit(). This commit
    • Probably tons of other things I've forgotten.

    🗄 Deprecated

    • Nothing, it's a breaking change so things just got removed.

    ✂ Removed

    • Apple products are no longer officially supported. They may work fine anyway, and I'll accept PR's for them, but handlin it all myself is too large an investment of time and energy. Sorry. :-( this commit
    • The foreground and background colors and associated functions have beeen removed; all colors are now specified purely where they are used for drawing.
    • Removed deprecated BoundSpriteBatch type.
    • Removed Context::print_resource_stats() in favor of filesystem::print_all().
    • Removed graphics::rectangle() and friends in favor of just building and drawing the meshes explicitly. Shortcut functions for this have been added to Mesh. #466
    • Removed TTFFont font type in favor of GlyphBrush. #132
    • Removed Context::from_conf() for ContextBuilder which is strictly more powerful. #429
    • Removed bitmap fonts; better support deserves to exist than what ggez currently provides, and there's no reason it can't be its own crate.
    • Removed the cargo-resource-root feature flag; just use filesystem::mount() instead or add the directories to your ContextBuilder.

    🛠 Fixed

    • Minor things beyond counting. Don't worry, we added plenty of new bugs too.

    Broken

    • Does not work on Windows 7 or below, again due to gilrs. #588
  • v0.4.4 Changes

    ➕ Added

    • Added functions to get and set mouse cursor visibility.
    • Derived PartialEq for Image and SpriteBatch.

    🔄 Changed

    Nothing

    🗄 Deprecated

    Nothing

    ✂ Removed

    Nothing

    🛠 Fixed

    • Myriad small documentation and example typos.
    • Fixed a rounding error in Font::get_width().
  • v0.4.3 Changes

    ➕ Added

    • Added a feature flag to build nalgebra with the mint math library inter-operability layer #344
    • Updated image to 0.19 which lets us add another feature flag selecting whether or not to use multithreaded libraries when loading images. #377
    • We got more awesome logos! Thanks ozkriff and termhn! #327
    • Added hooks to the log crate, so we will now output some logging data via it that clients may use. #311
    • There's now a functional and reasonably ergonomic game template repo that demonstrates how to use ggez with specs, warmy, failure, log and other useful tools.
    • Added Font::new_px() and Font::from_bytes_px() functions to create fonts that are specific pixel sizes #268
    • Added Ratysz's glyph cache implementation integrating the awesome gfx_glyph crate! This gives us faster text drawing as well as more features; if it works out well it should replace all text rendering in another version or two. #132

    🔄 Changed

    • Made it so that the configuration directories are only created on-demand, not whenever the Context is created: #356
    • Updated rodio to 0.7, which fixes a sample rate bug on Linux: #359
    • Documented which version of rustc we require, and added unit tests for that specific version: it is currently >=1.23.0, primarily driven by features required by dependencies.
    • Moved Context::quit() to ggez::quit() 'cause all our other non-object-related functions are functions, not methods.

    🗄 Deprecated

    ✂ Removed

    🛠 Fixed

  • v0.4.2 Changes

    ➕ Added

    • Added a feature to enable or disable bzip2 zip file support
    • Lots of small documentation fixes and improvements thanks to lovely contributors
    • Added termhn's ggez_snake to the examples, 'cause it's awesome
    • Added timer::get_remaining_update_time() to let you easily do sub-frame timing for interpolation and such.
    • Many small improvements and cleanups

    🔄 Changed

    • Version bumped lots of dependencies: zip, rand, rodio, rusttype
    • Switched to the app_dirs2 crate to avoid a bug in upcoming rustc change

    🗄 Deprecated

    ✂ Removed

    🛠 Fixed

  • v0.4.1 Changes

    ➕ Added

    • Added Text::into_inner() and related methods to get ahold of a Text object's underlying Image
    • Added SoundData::new() and Source::set_repeat()/Source::get_repeat() (thanks jupart!)
    • Added Context::process_event() to smooth out a bump or two in the API for writing custom event loops. This does change the API a little, but the old style should still work.
    • Added functions for taking screenshots and saving Image's (thanks DenialAdams!)

    🔄 Changed

    • Version-bumped lyon crate

    🗄 Deprecated

    • Deprecated BoundSpriteBatch, since you can just clone an Image relatively cheaply.

    ✂ Removed

    • Nothing

    🛠 Fixed

  • v0.4.0 Changes

    ➕ Added

    • Added mouse module with some utility functions
    • Added some utility functions to query window size
    • Sprite batching implemented by termhn!
    • Added mesh builders allowing you to build complex meshes simply.
    • Integrated nalgebra to provide point and vector types.
    • Added MSAA, blend modes, other graphics toys (thanks termhn!)
    • Added graphics_settings example to show hot to play with graphics modes
    • Made the render pipeline just use matrices instead of separate transform elements
    • SHADERS! Woo, thanks nlordell!
    • Added Filesystem::mount() function and made examples use it; they no longer need the cargo-resource-root feature
    • Added filesystem and graphics setting examples
    • Added more useful/informative constructors for Color
    • Added ability to select OpenGL version
    • Added some useful methods to Rect
    • Added a FAQ and some other documentation
    • Added a ContextBuilder type that allows finer control over creating a Context
    • Added an optional color value to DrawParam, which overrides the default foreground color. Life would be simpler removing the foreground color entirely...

    🔄 Changed

    • First off, there will be some switches in process: We're going to make the master branch STABLE, tracking the latest release, and create a devel branch that new work will be pushed to. That way people don't check out master and get some WIP stuff.
    • The coordinate system moved from origin-at-center, x-increasing-up to origin-at-top-left, x-increasing-down
    • Updated all dependencies to newer versions
    • Refactored EventHandler interface, again
    • Altered timestep functions to be nicer and made examples use them consistently
    • Updated to Lyon 0.8, which brings some bugfixes
    • Refactored Conf interface a little to separate "things that can be changed at runtime" from "things which must be specified at init time".

    🗄 Deprecated

    ✂ Removed

    • Removed get_line_width() and set_line_width() and made line widths parameters where necessary
    • Did the same for get/set_point_size()
    • Removed inaccurate timer::sleep_until_next_frame(), added timer::yield_now().

    🛠 Fixed

    • Fixed some bugs with type visibility and directory paths.
    • Fixed a few smallish filesystem bugs
    • Got the 3D cube example working and shuffled around the gfx-rs interface methods a little, so we could make more of the graphics innards hidden while still exposing the useful bits.