0.6.0
- Added
Exray.Textures.Image
and Exray.Textures.Texture
, which provide load, draw and basic image generation functions. - Added
Exray.Utils.Guard
module, which is the starting point for things like is_vector2(val)
and is_matrix(val)
. - Added
Exray.Utils.Math
, which exposes the common math functions from Raymath. Mostly floating point stuff, but.. - Added
Exray.Structs.Vector2
math functions. Lerp, normalize, add, multiply, negate- Plenty to mess around with. - Changed
Exray.Structs
hierarchy to accomodate structs potentially having multiple helper/math functions embedded. For example, Exray.Structs.Vector2
now includes it's associated math modules, so using alias Exray.Structs.Vector2
you now have access to Vector2.math_stuff()
.
0.5.0
0.4.0
- Added the start of the Core.Text module, which includes Loading and Drawing modules.
- Added Core.FrameControl (doesn't work with our precompiled Raylib, though).
- Added Core.Misc; screenshots, open a URL and set config flags.
- Added Core.Random; RNG functions to make your players hate your guts for daring not to give them good numbers.
- Added Exray.Colors; a helper to stamp in the the predefined Raylib colours like RAYWHITE, RED, BLACK etc.
- Yet another specfile and typespec refactor.
0.3.0
- Refactored the Unifex spec.exs return values to be closer to
bang!
functions, where in the case of no returned value, it just returns :ok
; otherwise, it returns the value instead of an {:ok, value}
tuple. - Added the Screenspace functions from the Core module and continued to add type conversions within
type_converter.cpp
in c_src. - Went through and fully fleshed out the
@moduledoc
and @spec
attributes for the exposed modules for a better dev experience.
0.2.0
- Added the rShapes module, started work on documentation.
0.1.0
- Initial stuff. Window opening and things. I forgot, I'm writing the changelog at 0.3.0 :^)