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Releases: Chris3606/GoRogue

3.0.0-beta09

04 Feb 23:22
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3.0.0-beta08

29 Jul 12:48
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3.0.0-beta05

18 May 02:12
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  • See changelog.

3.0.0-beta02

09 Feb 16:09
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Package available on NuGet.

WARNING: Breaking changes from v2! This warning will be present on all versions of v3 up to and including the first full release. See the upgrade guide for a summary of large changes.

3.0.0-beta01

08 Oct 03:56
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Changes

Package available on NuGet.

WARNING: Breaking changes from v2! This warning will be present on all versions of v3 up to and including the first full release. See the upgrade guide for a summary of large changes.

2.6.4

24 Jul 13:32
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Bugfixes

  • Updated Troschuetz.Random version to fix issues with IGenerator in newer .NET Core versions and seeding issues in one generator
  • Should also fix compatibility with Troschuetz. 4.4.0.

2.6.3

08 Jul 02:08
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Bugfixes

  • Fixed bug with GoRogue.GameFramework.Map where replaced terrain would not have its CurrentMap updated and could not be placed onto another map
  • Fixed but with Map.ObjectRemoved where ObjectRemoved was fired with the new object instead of the old on in case of terrain

New Features

  • Added a subtraction operator for Coord and Direction that effectively translates a coordinate in the opposite direction of the given Direction

2.6.2

25 May 18:30
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Bugfixes

  • Fixed an issue with the QuickGenerators.GenerateDungeonMazeMap overload with no RNG where parameters were passed improperly to the underlying steps.
    • WARNING: If you were calling this overload without named parameters, the parameters have now been reordered, so you will have to adjust your call accordingly
  • Added the maxTrimIterations parameter to the overload without RNG

2.6.1

30 Apr 04:51
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Bugfixes

  • Fixed issue with DeadEndTrimmer that caused it to not trim properly
    • NOTE: an optional parameter was added to its Trim function as part of the fix
  • Fixed issue in docs regarding Godot not being a heading.

2.6.0

05 Feb 00:21
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New Features

  • Added "factory" system which can be useful for creating factory-based architectures of objects (for example, GameObjects
    • Current examples of usage are located at the GoRogue-SadConsole integration library here, as that is where the code was originally pulled from
    • More direct usage examples will be posted to the GoRogue documentation page in the future.