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Changelog.md

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Changelog

v1.9.1

v1.9.0

  • Added support for .Net Core 3.1 and .Net 5 by cross targeting .Net 4.5.2 and .Net Core 3.1

v1.8.0

  • Upgraded to Monogame 3.8

v1.7.1

  • Fixed crash when resizing a WpfGame that has MSAA turned on

v1.7.0

  • Upgraded to Monogame 3.7
    • fixes MSAA in DirectX based monogame
  • WpfGraphicsDeviceService now properly calls all IGraphicsDeviceService events
  • added support for DPI scaling on WpfGraphicsDeviceManager
  • by default, each WpfGame now has its own GraphicsDevice instance
    • to enable old behaviour of one global GraphicsDevice instance: call WpfGame.UseASingleSharedGraphicsDevice = true before the first WpfGame instance is created)

v1.6.0

Switch to Monogame 3.6 and content builder nuget (removes the dependency to install monogame locally).

v1.5.3

  • Now locking D3D11 base image while cloning rendertarget (fixes hitching issues that occured on some systems)

v1.5.2

  • Fixed bug where User calling Dispose manually would decrement reference counter for graphicsdevice twice (issue #14)

v1.5.1

  • Fixed bug that causes flickering when draw calls put the system under load (issue #12)

v1.5.0

  • Fixed bug that causes crashes when WpfGame was hosted inside TabControls and tabs where switched
  • Added Activated/Deativated events on WpfGame that fire on window focus/focus lost (see section Gotchas\TabControls for details when used inside tabs)
  • Added IsActive property on WpfGame that indicates whether the current windows is the active one or not (see also section Gotchas\TabvControls for details when used inside tabs)

v1.4.0

  • WpfGame now has "FocusOnMouseOver" which allows changing the behaviour (defaults to true)
  • WpfMouse now has "CaptureMouseWithin" which allows changing the capture behaviour (defaults to true)
  • TargetElapsedTime can now be set by the user to reduce the framerate if desired (defaults to 60 fps)

v1.3.2

  • Fixed mouse scrollwheel value incorrectly resetting whenever any other mouse event fired (move, button down/up)
  • Exceptions thrown in Initialize() are no longer silently swallowed (bug in x64 WPF OnLoaded exceptions handling). Exception is now rethrown manually

v1.3.1

  • Moved to Gitlab and updated all links to Gitlab

v1.3.0

  • Added support for GameComponents (WpfGameComponent and WpfDrawableGameComponent) that mirror the behaviour of the original ones (which cannot be used due to requiring a reference to Game)

v1.2.2

  • fixed mistake in readme

v1.2.1

  • Bugfix in demoscene

v1.2.0

  • Added dependency on MonoGame.Framework.WindowsDX nuget package to prevent accidental use of different platform versions

v1.1.1

  • Added SetCursor function to WpfMouse which now allows resetting the cursor (the monogame Mouse.SetPosition function would throw due to not finding a Winforms window)

v1.1.0

  • New class "WpfGame" that derives from D3D11Host. It provides a cleaner interface and is more similar to the original Game class
  • Input is now available via WpfMouse and WpfKeyboard

v1.0.0

  • Initial release, can render and load content
  • Input is not working yet