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Black Engine: Changelog
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=======================
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v0.5.1
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# v0.5.5
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### New features
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- Added support for Black Vector Graphics (beta)
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- Added orientation lock support
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- Added Graphics to optionally accept either string or GraphicsData instance
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- Added skew via `skewX` and `skewY` properties in the `DisplayObject`
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- Added support for 9 grid slice
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- Added sprite tiling support
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- Added sprite wrapping support
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- Added [svg2bvg](https://github.com/MassiveHeights/svg2bvg) tool which converts SVG files into BVG
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- Added [bsa-gen](https://github.com/MassiveHeights/bsa-gen) tool to generate sound atlases from multiple audio files
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- Added Timer component
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- Added `GameObject#relativeTo` method to calculates GameObject's position relative to another GameObject
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- Added `Graphics#quadraticCurveTo` method
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- Added `Graphics#setLineDash` method
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- Added optional param `isNonZero` for `Graphics#fill` method to control winding order
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- Added `GraphicsData` class. Now you can have many graphics objects inside one Graphics GameObject.
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### Changes
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- Graphics internally changed and now supports nested graphics via GraphicsData object
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- Changed Black Texture Atlas format to support version number (internal)
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### Bug Fixes
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- Fixed incorrect font bounds on different platforms by changing the way how its calculated. Now it checks font height using `pixel by pixel` method. Line height is a bit smaller from now. But overall font metrics looks good and exactly the same on different browsers.
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### Examples & Docs
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- Added tutorial about how to use "bsa-gen" tool to generate sound atlas
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- Added tutorial about how to use "svg2bvg" tool and vector graphics in your app
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- Added tutorial about how to use texture atlases
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- Added 3 timer examples
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- Added "Vector As a Sprite"
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- Added "Orientation Lock" example
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- Added "Texture Repeat" example
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- Added "Slice 9 Grid" example
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- Added "Skew" example
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# v0.5.1
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- Fixed broken `visible` property
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- Fixed broken overhearing
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- Fixed missing `Stage#onUpdate` calls
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- Added `TextField#highQuality` property to control how TextField will be rendered
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- Added many tests
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v0.5.0
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# v0.5.0
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- Added Arcade physics system
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- Added `Black.ups` property to control number of updates per second (render goes as fast as it can)
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- Added `Time.alpha` - indicates how much time has been passed since last update in range from 0 to 1
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- Fixed missing onRemoved call when removing children within onRemoved method
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- Improved `getBounds` performance for clipped objects
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v0.4.0
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# v0.4.0
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- Graphics reworked (now it has bounds and API similar to HTML canvas)
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-`AssetManager` dramatically improved
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- TextField now posts `change` message when text is changed
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- Added `Input.once` method
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- Added `Glob` class
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v0.3.42
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# v0.3.42
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- Added `Black#hasSystem` method
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- Added `GameObject.scale` property
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- Added `GameObject.getStageBounds` helper method
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- Removed `VideoNullDriver.renderResolution`
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- Minor refactoring
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v0.3.41
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# 0.3.41
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- Fixed incorrect alignPivot and alignPivotOffset
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v0.3.4
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# 0.3.4
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- Added BitmapTextField
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- Added Audio support (spatial, audio atlas, sound effects)
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- Added Stage, stage scale modes and orientations
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- Removed pivotX/pivotY, use pivotOffsetX/pivotOffsetY instead
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- Typed 95% for GCC
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v0.0.12a
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# v0.0.12a
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- Fixed TextField align issues caused by new pivot logic
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- Fixed DOMDriver align issues caused by new pivot logic
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- Fixed `Matrix::translate` broken logic
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- Changed `VideoDriver::DrawImage` now accepts bounds
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- Minor jsdoc fixess
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v0.0.11a
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# v0.0.11a
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- Reworked `Input`
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- Now `Input` is single target system
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- Added `pointerIn` and `pointerOut` messages
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- Updated `Viewport`, now it will automatically add missing CSS styles on start.
"{{sprite.trimmedName}}":[{{sprite.frameRect.x}},{{sprite.frameRect.y}},{{sprite.frameRect.width}},{{sprite.frameRect.height}},{{sprite.sourceRect.x}},{{sprite.sourceRect.y}},{{sprite.untrimmedSize.width}},{{sprite.untrimmedSize.height}}]{% if not forloop.last %},{% endif %}{% endfor %}}}
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