release v0.2.0
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46
CHANGELOG.md
46
CHANGELOG.md
@@ -6,36 +6,58 @@ All notable changes to this project will be documented in this file.
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.1.0/),
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and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## [Unreleased]
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## [Eventual]
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### Added
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- test suite for non-IO functions
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- debug/release outputs of Nix flake
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- test suite for non-`IO` functions
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### Changed
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- use Rotors rather than Quaternions for rotation; easily extended to 4D
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- use rotors rather than `Linear.Quaternion` for rotation; easily extended to 4D
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- move `Player` out of `Camera`
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- configure with `Properties` objects in the Model
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- use `Double` rather than `FLoat` for internal calculations
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- `cursorPos`, `dt` natively `Double` already
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## [0.2.0-pre0] - 2025-12-07
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### Added
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- 100% documentation coverage
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- 4 outputs of Nix flake
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- `debug`: compiles fast, no docs
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- `release`: runs fast, no docs
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- `docs`: only docs
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- `default`: release binary with docs
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### Changed
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- `initResources` no longer takes a `GLFW.Window` argument
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- BSD 3-clause license adopted rather than WTFPL
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- reasoning: More professional, widely recognised, effectively identical
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- `CHANGELOG.md` has more formatting, namely inline code
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- clarify a couple entries in the `[0.1.0] - 2025-12-07 Changed` entry
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### Fixed
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- semantic issues
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- semantic issues; no warnings are thrown
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## [0.1.0] - 2025-12-07
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### Added
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- CHANGELOG.md
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- layer correctly drawn objects in the view function
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- added `CHANGELOG.md`
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- layer correctly drawn objects in `view`
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### Changed
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- 8xMSAA rather than 4xMSAA window hint to improve AA
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- todo and changelog in CHANGELOG.md rather than README.md
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- a nubmer fo functions from Game module now in Game.Internal
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- initResources takes an array of objects to draw rather than hardcoded arrays
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- square the far plane of the perspective transform
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- loop function takes delta time
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- todo and changelog in `CHANGELOG.md` rather than `README.md`
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- a nubmer fo functions from `Game` now in `Game.Internal`
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- `initResources` takes an `[V3 GL.GLfloat]` to draw rather than hardcoded arrays
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- square the distance of the far plane of the perspective transform
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- `loop` function takes delta time `dt :: Float`
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### Fixed
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