+ Windows now have a default icon
~ Changed CVector.Set(params float[]) to CVector.SetRaw(params float[])
~ I hope, the text rendering is now fixed.
~ Mouse2D.InWorld(Camera) now uses Camera.CalculatedWorldScale.
+ Bloom effect
+ PixelInformation
+ Many Summaries
+ Add-methods for CVectors
+ Exposure-Field in GenericCamera for HDR.
~ ColorAttachments now can have PixelInformation
~ Transformed MeshAttributes to a own class
~ Fixed the non-applying of transformations at texts
~ Added more information to the context
~ Improved Pipeline-Process.
~ Changed how Uniform takes arrays
- Light system
SM.Core:
+ Particle System
+ scriptable system for scripts
~ Moved Texts- and Particles-namespace to SM.Base.Drawing
~ Changed how you tell the stopwatch to pause. (From method to property)
~ Fixed Randomize.GetFloat(min, max)
~ Now automaticly adds the DrawingBase.Transformation to DrawContext.ModelMatrix. No need to change DrawContext.Instances[0], anymore.
SM.OGL:
+ "one-file-shader"-support
SM2D:
+ DrawParticles (Control for Texture and Color not there yet)
~ Changed coordnate system to upper-right as (1,1)
~ Changed default shader to "one-file-shader"
~ Moved code around in files.
SM.Base:
+ PostProcessing-system
+ OnInitialization() for Scenes.
+ Shader-Extensions
+ Added option to not react while unfocused to the window.
+ Added Screenshots to the window.
+ Connected the log system to the SM.OGL-action system.
~ Replaced IShader with abstract MaterialShader.
~ When a log compression folder doesn't exist, it will create one.
SM.OGL:
+ Added support for UniformArrays
+ Added ShaderPreProcessing
+ Added Shader Extensions.
+ Added Debug actions.
+ SM.OGL settings
~ Framebuffer Size is automaticly changed, when the window and scale is set.
SM2D:
+ Added easy shader drawing.