diff --git a/CHANGELOG.md b/CHANGELOG.md index 610facc..5656b63 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -2,33 +2,36 @@ ## [3.1.0-nightly] ### Added -- Readded Unity support: - - Added `Component.GetComponentsInChildrenOnly()` - - Added `GameObject.GetComponentsInChildrenOnly()` - - Added `GameObject.LookAt(GameObject[, Vector3])` - - Added `GameObject.LookAt(Transform[, Vector3])` - - Added `GameObject.LookAt(Vector3[, Vector3])` - - Added `GameObject.SetParent(GameObject[, bool])` - - Added `GameObject.SetParent(Transform[, bool])` - - Added `Random.NextColorArgb()` - - Added `Random.NextColor32Argb()` - - Added `Random.NextColorRgb()` - - Added `Random.NextColor32Rgb()` - - Added `Random.NextRotation()` - - Added `Random.NextRotationUniform()` - - Added `Random.NextUnitVector2()` - - Added `Random.NextUnitVector3()` - - Added `Transform.LookAt(GameObject[, Vector3])` - - Added `Transform.SetParent(GameObject[, bool])` -- Added `ICollection.ClearAndDisposeAll()` -- Added `ICollection.ClearAndDisposeAllAsync()` -- Added `IEnumerable.For()` (#50) -- Added `IEnumerable.ForEach()` (#50) -- Added `IEnumerable.DisposeAll()` -- Added `IEnumerable.DisposeAllAsync()` -- Added `char.IsEmoji` -- Added `Rune.IsEmoji` -- Added `string.IsEmoji` +- Reintroduced Unity support +- X10D: Added `Color.Inverted()` +- X10D: Added `ICollection.ClearAndDisposeAll()` +- X10D: Added `ICollection.ClearAndDisposeAllAsync()` +- X10D: Added `IEnumerable.For()` (#50) +- X10D: Added `IEnumerable.ForEach()` (#50) +- X10D: Added `IEnumerable.DisposeAll()` +- X10D: Added `IEnumerable.DisposeAllAsync()` +- X10D: Added `char.IsEmoji` +- X10D: Added `Rune.IsEmoji` +- X10D: Added `string.IsEmoji` +- X10D.Unity: Added `Color.Inverted()` +- X10D.Unity: Added `Color32.Inverted()` +- X10D.Unity: Added `Component.GetComponentsInChildrenOnly()` +- X10D.Unity: Added `GameObject.GetComponentsInChildrenOnly()` +- X10D.Unity: Added `GameObject.LookAt(GameObject[, Vector3])` +- X10D.Unity: Added `GameObject.LookAt(Transform[, Vector3])` +- X10D.Unity: Added `GameObject.LookAt(Vector3[, Vector3])` +- X10D.Unity: Added `GameObject.SetParent(GameObject[, bool])` +- X10D.Unity: Added `GameObject.SetParent(Transform[, bool])` +- X10D.Unity: Added `Random.NextColorArgb()` +- X10D.Unity: Added `Random.NextColor32Argb()` +- X10D.Unity: Added `Random.NextColorRgb()` +- X10D.Unity: Added `Random.NextColor32Rgb()` +- X10D.Unity: Added `Random.NextRotation()` +- X10D.Unity: Added `Random.NextRotationUniform()` +- X10D.Unity: Added `Random.NextUnitVector2()` +- X10D.Unity: Added `Random.NextUnitVector3()` +- X10D.Unity: Added `Transform.LookAt(GameObject[, Vector3])` +- X10D.Unity: Added `Transform.SetParent(GameObject[, bool])` ## [3.0.0]