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CHANGELOG
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CHANGELOG
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Version 0.8.3
-------------
* Fixed Sprite.left (etc.) incorrectly applying independant axis scaling to
absolute coords instead of rotated relative to the sprite.
* Sprite.bounding_radius now reflects Sprite.scale. (previously ignored.)
* Fixed a segfault when anims have circular dependencies.
* Optimized ``swizzle``.
* Fixed ``aabb_collide()`` not always reporting immediately overlapping rects.
* Fixed a memory leak caused by an extra underscore at the end of ``__dealloc___``
Version 0.8.2
-------------
* Removed deprecated fonts and vertexarrays modules.
* Fixed various problems with the Quad class's properties.
* Fixed problems compiling with new versions of pyrex.
Version 0.8.1
-------------
* Added ``collide_groups()``, ``aabb_collide_groups()``,
and ``aabb_collide_single()`` functions.
* Fixed using sequences of anims with ``chain``.
* Fixed a potential segmentation fault when aabb_collide is given invalid rects.
* Added support for unary operators to anims.
Version 0.8
-----------
* The ``anims`` module has been rewritten with various new functionality,
including:
+ You can now use anims with your own classes by subclassing ``Animable``.
+ Added ``ease``, ``ease_in``, and ``ease_out`` anims.
+ Added support for chaining anims sequentially without using a scheduler.
+ ``AnimPointer`` added for reading from a memory address.
+ ``start`` and ``end`` argments for ``lerp`` etc. can now be anims.
* Added ``aabb_collide()`` function for doing bounding box collision.
* Removed the ``chipmunkglue`` module -- it's no longer needed for integrating
with chipmunk. (See the example for the new way to do it using
``AnimPointer``.)
* ``__import__()`` is now used for importing pyglet and pygame, so blacklists
aren't needed for tools like py2exe.
* Deprecated ``init_display`` function.
* Deprecated ``fonts`` module and ``vertexarrays`` module.
* Windows binaries are finally compiled with -O3. (I found the troublesome
optimization.)
Version 0.7.6
-------------
* Added ``pyglet_load_texture`` for using pyglet instead of pygame. (Which one
to use is autodetected.)
* Added ``Sprite.texture`` property, which accepts pyglet textures as well
as filenames.
* Assigning a 12-tuple to ``Sprite.tex_shape`` is now converted from the
format used by pyglet's ``tex_coords`` texture attribute.
* Added ``Quad`` class, to make ``Sprite.shape`` and ``Sprite.tex_shape``
nicer.
* Added a workaround to make setuptools work with Pyrex 0.9.6.3.
* Added ``collide_single()`` function for finding collisions between a group
and a single object.
* Fixed a bug where the time arguments in ``lerp`` were converted to ints.
* Removed deprecated ``physics`` module.
* Various other bugfixes.
Version 0.7.5
-------------
* New (alpha) Array classes.
* Fixed a segmentation fault due to weakrefs. (``Sprite`` instances are no
longer weakrefable.)
* Fixed sine interpolation being cosine interpolation :-P
* Added an example showing different interpolators.
* Added a ``flags`` keyword argument to ``init_display()``
Version 0.7
-----------
* License changed to MIT.
* Added add_time() function.
* Time is stored internally as ``float`` instead of ``int``. This allows for
optionally using seconds instead of milliseconds.
* Added exponential, cosine, and sine interpolation.
* Documented rabbyt.anims__ quite a bit better.
__ http://matthewmarshall.org/projects/rabbyt/docs/rabbyt/anims/
* Forced Pyrex version 0.9.5 or greater, to prevent segfaults when using
weakrefs. (It still can be compiled without pyrex.)
* Added more hacks for building on MacOS. Hopefully it'll all go smooth now.
* Deprecated the Basic1 and Basic2 physics classes.
* HTML documentation is now included in the source distribution.
* Added missing documentation for ``VertexArray.texture_id``.
Version 0.6
-----------
* Sprites can be scaled independently on their x and y axes.
* Added left, right, top, and bottom properties to Sprite.
* Fixed bug with some sprites being drawn upside-down when rotated.
* Fixed c, pyx, and pxd files being installed.
* Added a small function for integrating with the chipmunk/pymunk physics lib.
Version 0.0.5
-------------
* c source files are included, so Pyrex is not needed for building.
* Renamed the ``DV``\* classes to ``Anim``\*. (This is mostly internal and
shouldn't affect anyone.)
* MANY fixes and improvements to font rendering. (As in, it's actually
useful now!)
* Lots of docstrings added and improved.
* ``pygame_load_texture()`` now takes ``filter`` and ``mipmap`` arguments,
which are passed on to ``load_texture()``.
Version 0.0.4
-------------
* Fixed compiling on MS Windows.
* Added some simple helpers for physics simulation.
* Moved all non-rendering code out of ``Sprite`` and into ``BaseSprite``.
* Added font rendering support.
* Using color data in ``VertexArray`` rendering is now optional.
* ``VertexArray`` can now optionally bind a texture before rendering.
* Fixed a bug with ``VertexArray`` barfing when not given all the data for
a vertex, instead of using defaults.
* Fixed a segfault when trying to load a texture before initializing the
OpenGL context.
* Switched ``DVProxy`` and ``DVPyFunc`` to not cache by default. (Premature
optimization is the root of all evil.)
* All examples now respond to window events nicely.
Version 0.0.3
-------------
* Added ``DVProxy`` and ``DVPyFunc`` classes. (Assigning a function to a sprite
property creates a ``DVPyFunc`` transparently.)
* Added basic arithmetic operations for DV classes.
* Added ``Sprite.attrgetter()`` for super fast property access.
* Changed ``rabbyt.collisions.rdc()`` to not return groups with only one object.
* Added a number of introductory examples, showing the basic features.
Version 0.0.2
-------------
* Added vertex array rendering.
* Added collision detection.
* Lots of docstrings added/improved.
* Added ``rgb`` property to ``Sprite``.
Version 0.0.1
-------------
* Initial release!