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More Markdown lint
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.github/linters/.markdown-lint.yml

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# line-length
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MD013: false
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# blanks-around-headings
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MD022: false
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# blanks-around-lists
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MD032: false
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# no-bare-urls
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MD034: false
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# first-line-heading
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MD041: false

.github/workflows/lint.yml

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#
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# http://go.microsoft.com/fwlink/?LinkID=615560
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name: Lint (Coding-style)
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name: Lint
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on:
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pull_request:
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- name: Lint Code Base
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uses: super-linter/super-linter/slim@12150456a73e248bdc94d0794898f94e23127c88 # v7.4.0
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env:
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DEFAULT_BRANCH: origin/main
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GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
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IGNORE_GITIGNORED_FILES: true
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VALIDATE_ALL_CODEBASE: true

CHANGELOG.md

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* Includes support for additional optimizations when built with /arch:AVX or /arch:AVX2
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* Added use of constexpr for type constructors, XMConvertToRadians, and XMConvertToDegrees
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* Marked ``__vector4i``, ``XMXDEC4``, ``XMDECN4``, ``XMDEC4``, and associated Load & Store functions as deprecated.
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+ These are vestiges of Xbox 360 support and will be removed in a future release
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* These are vestiges of Xbox 360 support and will be removed in a future release
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* Renamed parameter in XMMatrixPerspectiveFov* to reduce user confusion when relying on IntelliSense
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* XMU565, XMUNIBBLE4 constructors take uint8_t instead of int8_t
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* Optimizations for transcendental functions
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* Template forms for permute, swizzle, shift-left, rotate-left, rotation-right, and insert
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* Removal of deprecated types and functions
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+ ``XM_CACHE_LINE_SIZE`` define, XMVectorExpEst, XMVectorLogEst, XMVectorPowEst, XMVectorSinHEs, XMVectorCosHEst, XMVectorTanHEst, XMVector2InBoundsR, XMVector3InBoundsR, XMVector4InBoundsR
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* ``XM_CACHE_LINE_SIZE`` define, XMVectorExpEst, XMVectorLogEst, XMVectorPowEst, XMVectorSinHEs, XMVectorCosHEst, XMVectorTanHEst, XMVector2InBoundsR, XMVector3InBoundsR, XMVector4InBoundsR
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* Removed ``XM_STRICT_VECTOR4``; XMVECTOR in NO-INTRINSICS always defined without .x, .y, .z, .w, .v, or .u
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* Additional bounding types
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* SAL fixes and improvements
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* Renamed and reorganized the headers
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* Introduced C++ namespaces
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* Removed the Xbox 360-specific GPU types
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+ HENDN3, XMHEND3, XMUHENDN3, XMUHEND3, XMDHENN3, XMDHEN3, XMUDHENN3, XMUDHEN3, XMXICON4, XMXICO4, XMICON4, XMICO4, XMUICON4, XMUICO4
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* HENDN3, XMHEND3, XMUHENDN3, XMUHEND3, XMDHENN3, XMDHEN3, XMUDHENN3, XMUDHEN3, XMXICON4, XMXICO4, XMICON4, XMICO4, XMUICON4, XMUICO4
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### July 2012 (XNAMath 2.05)
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* Template forms have been added for `XMVectorPermute`, `XMVectorSwizzle`, `XMVectorShiftLeft`, `XMVectorRotateLeft`, `XMVectorRotateRight`, and `XMVectorInsert`
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### February 2011 (XNAMath 2.04)
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* Addition of new data types and associated load-store functions:
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+ `XMBYTEN2, XMBYTE2, XMUBYTEN2, XMUBYTE2`
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+ `XMLoadByteN2, XMLoadByte2, XMLoadUByteN2, XMLoadUByte2`
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+ `XMStoreByteN2, XMStoreByte2, XMStoreUByteN2, XMStoreUByte2`
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+ `XMINT2, XMUINT2, XMINT3, XMUINT3, XMINT4, XMUINT4`
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+ `XMLoadSInt2, XMLoadUInt2, XMLoadSInt3, XMLoadUInt3, XMLoadSInt4, XMLoadUInt4`
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+ `XMStoreSInt2, XMStoreUInt2, XMStoreSInt3, XMStoreUInt3, XMStoreSInt4, XMStoreUInt4`
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* `XMBYTEN2, XMBYTE2, XMUBYTEN2, XMUBYTE2`
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* `XMLoadByteN2, XMLoadByte2, XMLoadUByteN2, XMLoadUByte2`
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* `XMStoreByteN2, XMStoreByte2, XMStoreUByteN2, XMStoreUByte2`
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* `XMINT2, XMUINT2, XMINT3, XMUINT3, XMINT4, XMUINT4`
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* `XMLoadSInt2, XMLoadUInt2, XMLoadSInt3, XMLoadUInt3, XMLoadSInt4, XMLoadUInt4`
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* `XMStoreSInt2, XMStoreUInt2, XMStoreSInt3, XMStoreUInt3, XMStoreSInt4, XMStoreUInt4`
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* Marked most single-parameter C++ constructors with `explicit` keyword
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* Corrected range issues with SSE implementations of `XMVectorFloor` and `XMVectorCeiling`
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### August 2009 (XNAMath 2.01)
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* Adds ``XM_STRICT_VECTOR4``. This opt-in directive disallows the usage of XboxMath-like member accessors such as .x, .y, and .z. This makes it easier to write portable XNA Math code.
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* Added conversion support for the following Windows graphics formats:
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+ 16-bit color formats (565, 555X, 5551)
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+ 4-bits per channel color formats (4444)
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+ Unique Direct3D 10/11 formats (``DXGI_FORMAT_R9G9B9E5_SHAREDEXP`` and ``DXGI_FORMAT_R11G11B10_FLOAT``)
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* 16-bit color formats (565, 555X, 5551)
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* 4-bits per channel color formats (4444)
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* Unique Direct3D 10/11 formats (``DXGI_FORMAT_R9G9B9E5_SHAREDEXP`` and ``DXGI_FORMAT_R11G11B10_FLOAT``)
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### March 2009 (XNAMath 2.00)
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* Initial release (based on the Xbox 360 Xbox math library)

README.md

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## Trademarks
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This project may contain trademarks or logos for projects, products, or services. Authorized use of Microsoft trademarks or logos is subject to and must follow [Microsoft's Trademark & Brand Guidelines](https://www.microsoft.com/en-us/legal/intellectualproperty/trademarks/usage/general).
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Use of Microsoft trademarks or logos in modified versions of this project must not cause confusion or imply Microsoft sponsorship. Any use of third-party trademarks or logos are subject to those third-party's policies.
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This project may contain trademarks or logos for projects, products, or services. Authorized use of Microsoft trademarks or logos is subject to and must follow [Microsoft's Trademark & Brand Guidelines](https://www.microsoft.com/en-us/legal/intellectualproperty/trademarks/usage/general). Use of Microsoft trademarks or logos in modified versions of this project must not cause confusion or imply Microsoft sponsorship. Any use of third-party trademarks or logos are subject to those third-party's policies.
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## Credits
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