v1.9.1
- Fixed bug that causes flickering due to sync issue (issue #27) by georg-eckert-zeiss
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