NUGET-Changes:
+ Materials now have a method to draw. That should allow more freedom on how materials can have a effect on the resulting shader.
~ PostProcessEffect.Draw now needs a source ColorAttachment.
~ Added some missing summaries
GIT-/SOLUTION-Changes:
Remade the folder structure, to something more senseable.
+ Particles can now be detached from the object.
+ Each particle now has an own Lifetime, that can be controlled.
+ Particles can now appear in a continuous way.
+ 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.
+ Added property "CalculatedWorldScale", what always updates the world scale if required.
~ Changed how items can be inserted to a item collection.
~ AddObject(), AddScript(), RemoveObject(), RemoveScript() are now obsolte.
~ Fixed a issue, where the background was using the default mesh, what caused some visual errors if changed.
SM.Base:
~ Improved Keyboard.AreSpecificKeysPressed(int, int)
~ Made GenericTransformation.LastMaster's set public
~ Made the fixed update use the property "IsExiting" to determent if it should stop.
~ The MainFramebuffer of each RenderPipeline now has always a name.
SM2D:
~ Moved the checking code of Mouse2D.MouseOver into a own method.
+ GenericTransformation.InWorldSpace (Merges the object transformation and the last master transformation)
+ Ray class for Raycasting (may not work correctly)
+ Util.CallGarbageCollector() can call the garbage collector.
+ GLWindow.WindowFlags allow to easly switch between Window <-> Borderless Window (this will cause the window to fill the entire screen) <-> Exclusive Fullscreen.
~ Made the bloom-texture scale a constructor-parameter.
SM.OGL:
+ OpenGL-GarbageCollector integration.
+ BoundingBox.GetBounds(Matrix4, out Vector3,out Vector3) allows for easy transformation of the bounding box.
+ GLObjects can now marked as not compiled. Where it always returns false at WasCompiled.
SM2D:
~ Improved the Mouse2D.MouseOver Algorithm.
+ Added Field to DrawingBasis to enfore PrimitiveTypes
+ LastObject to context for Debugging
+ AppendRenderbuffer to Framebuffer
~ Added a depthbuffer to RenderPipeline.CreateWindowFramebuffer
~ Proper ZIndices over Z-Translation and DepthBuffer
~ Made "ShaderArguments["LineWidth"]" set the LineWidth even if the object isn't maked as LineMesh
~ Made that the SM2D.PolygonVertex can translate OpenTK.Vector2 by itself.
~ Made the SM2D.Transformation.ZIndex a CVector1 instead a float