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Releases: harbdog/raycaster-go

v1.11.1

17 Aug 18:40
dd925a7
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What's Changed

  • add String functions for better printing/debugging by @harbdog in #40

Full Changelog: v1.11.0...v1.11.1

v1.11.0

26 Apr 21:03
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What's Changed

  • new functions for vertical FOV and triangle math by @harbdog in #39

Full Changelog: v1.10.0...v1.11.0

v1.10.0

23 Mar 20:57
5ad735a
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What's Changed

  • update dependencies and address ebitengine 2.5 deprecations by @harbdog in #35
  • upgrade ebitengine to v2.6.6 by @harbdog in #37

Full Changelog: v1.9.0...v1.10.0

v1.9.0

27 Mar 17:38
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Full Changelog: v1.8.2...v1.9.0

v1.8.2

18 Feb 04:02
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  • fix bottom pixel of sprite textures never rendering

v1.8.1

12 Feb 23:13
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What's Changed

  • Fix issue with stretching non-square sprite textures by @harbdog in #33
    • This allows for non-square sprite textures to have correctly sized convergence and screen rects

Full Changelog: v1.8.0...v1.8.1

v1.8.0

22 Jan 21:10
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What's Changed

  • Added optional setting to always set sprite screen rects by @harbdog in #32

    camera.SetAlwaysSetSpriteScreenRect(b bool)

    • Set true to always set the sprite screen rect bounds even if behind a wall or beyond camera draw distance.

Full Changelog: v1.7.1...v1.8.0

v1.7.1

21 Jan 18:12
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Full Changelog: v1.7.0...v1.7.1

v1.7.0

17 Jan 00:22
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What's Changed

  • add sprite illumination capability by @harbdog in #29

    NOTE: Requires adding a new Sprite interface function Illumination() float64, which can return 0 for normal sprite illumination. A high positive value such as 5000 is a good value for a self-illuminated projectile for example. It does not illuminate anything around the sprite, just the sprite itself.

    example changeset: harbdog/raycaster-go-demo@e4602ba

Full Changelog: v1.6.6...v1.7.0

v1.6.6

14 Jan 02:32
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fix sprite convergence when zoomed in