1.8 KiB
1.8 KiB
Changelog
All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.
[Eventual]
Added
- test suite for non-
IOfunctions
Changed
- use rotors rather than
Linear.Quaternionfor rotation; easily extended to 4D - move
Playerout ofCamera - configure with
Propertiesobjects in the Model - use
Doublerather thanFLoatfor internal calculationscursorPos,dtnativelyDoublealready
[0.2.1] - 2025-12-08
Changed
- break Git by using it wrong
- fix Git (maybe)
[0.2.0] - 2025-12-07
Added
- 100% documentation coverage
- 4 outputs of Nix flake
debug: compiles fast, no docsrelease: runs fast, no docsdocs: only docsdefault: release binary with docs
Changed
initResourcesno longer takes aGLFW.Windowargument- BSD 3-clause license adopted rather than WTFPL
- reasoning: More professional, widely recognised, effectively identical
CHANGELOG.mdhas more formatting, namely inline code- clarify a couple entries in the
[0.1.0] - 2025-12-07 Changedentry
Fixed
- semantic issues; no warnings are thrown
[0.1.0] - 2025-12-07
Added
- added
CHANGELOG.md - layer correctly drawn objects in
view
Changed
- 8xMSAA rather than 4xMSAA window hint to improve AA
- todo and changelog in
CHANGELOG.mdrather thanREADME.md - a nubmer fo functions from
Gamenow inGame.Internal initResourcestakes an[V3 GL.GLfloat]to draw rather than hardcoded arrays- square the distance of the far plane of the perspective transform
loopfunction takes delta timedt :: Float
Fixed
- constrained pitch to disallow gimbal lock and an inverted view