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Update CHANGELOG

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Oliver Booth 2022-05-13 09:36:20 +01:00
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@ -1,13 +1,13 @@
# Changelog # Changelog
## [3.1.0-nightly] ## [3.1.0]
### Added ### Added
- Reintroduced Unity support - Reintroduced Unity support
- X10D: Added `Color.Inverted()` - X10D: Added `Color.Inverted()` (#54)
- X10D: Added `Color.WithA()` - X10D: Added `Color.WithA()` (#55)
- X10D: Added `Color.WithB()` - X10D: Added `Color.WithB()` (#55)
- X10D: Added `Color.WithG()` - X10D: Added `Color.WithG()` (#55)
- X10D: Added `Color.WithR()` - X10D: Added `Color.WithR()` (#55)
- X10D: Added `ICollection<T>.ClearAndDisposeAll()` - X10D: Added `ICollection<T>.ClearAndDisposeAll()`
- X10D: Added `ICollection<T>.ClearAndDisposeAllAsync()` - X10D: Added `ICollection<T>.ClearAndDisposeAllAsync()`
- X10D: Added `IEnumerable<T>.For()` (#50) - X10D: Added `IEnumerable<T>.For()` (#50)
@ -19,32 +19,32 @@
- X10D: Added `Rune.IsEmoji` - X10D: Added `Rune.IsEmoji`
- X10D: Added `Span<T>.Count(Predicate<T>)` - X10D: Added `Span<T>.Count(Predicate<T>)`
- X10D: Added `string.IsEmoji` - X10D: Added `string.IsEmoji`
- X10D: Added `Vector2.WithX()` - X10D: Added `Vector2.WithX()` (#56)
- X10D: Added `Vector2.WithY()` - X10D: Added `Vector2.WithY()` (#56)
- X10D: Added `Vector3.WithX()` - X10D: Added `Vector3.WithX()` (#56)
- X10D: Added `Vector3.WithY()` - X10D: Added `Vector3.WithY()` (#56)
- X10D: Added `Vector3.WithZ()` - X10D: Added `Vector3.WithZ()` (#56)
- X10D: Added `Vector4.WithX()` - X10D: Added `Vector4.WithX()` (#56)
- X10D: Added `Vector4.WithY()` - X10D: Added `Vector4.WithY()` (#56)
- X10D: Added `Vector4.WithZ()` - X10D: Added `Vector4.WithZ()` (#56)
- X10D: Added `Vector4.WithW()` - X10D: Added `Vector4.WithW()` (#56)
- X10D.Unity: Added `Singleton<T>` class - X10D.Unity: Added `Singleton<T>` class
- X10D.Unity: Added `Color.Inverted()` - X10D.Unity: Added `Color.Inverted()` (#54)
- X10D.Unity: Added `Color.WithA()` - X10D.Unity: Added `Color.WithA()` (#55)
- X10D.Unity: Added `Color.WithB()` - X10D.Unity: Added `Color.WithB()` (#55)
- X10D.Unity: Added `Color.WithG()` - X10D.Unity: Added `Color.WithG()` (#55)
- X10D.Unity: Added `Color.WithR()` - X10D.Unity: Added `Color.WithR()` (#55)
- X10D.Unity: Added `Color32.Inverted()` - X10D.Unity: Added `Color32.Inverted()` (#54)
- X10D.Unity: Added `Color32.WithA()` - X10D.Unity: Added `Color32.WithA()` (#55)
- X10D.Unity: Added `Color32.WithB()` - X10D.Unity: Added `Color32.WithB()` (#55)
- X10D.Unity: Added `Color32.WithG()` - X10D.Unity: Added `Color32.WithG()` (#55)
- X10D.Unity: Added `Color32.WithR()` - X10D.Unity: Added `Color32.WithR()` (#55)
- X10D.Unity: Added `Component.GetComponentsInChildrenOnly<T>()` - X10D.Unity: Added `Component.GetComponentsInChildrenOnly<T>()`
- X10D.Unity: Added `GameObject.GetComponentsInChildrenOnly<T>()` - X10D.Unity: Added `GameObject.GetComponentsInChildrenOnly<T>()`
- X10D.Unity: Added `GameObject.LookAt(GameObject[, Vector3])` - X10D.Unity: Added `GameObject.LookAt(GameObject[, Vector3])`
- X10D.Unity: Added `GameObject.LookAt(Transform[, Vector3])` - X10D.Unity: Added `GameObject.LookAt(Transform[, Vector3])`
- X10D.Unity: Added `GameObject.LookAt(Vector3[, Vector3])` - X10D.Unity: Added `GameObject.LookAt(Vector3[, Vector3])`
- X10D.Unity: Added `GameObject.SetLayerRecursively(int)` - X10D.Unity: Added `GameObject.SetLayerRecursively(int)` (#57)
- X10D.Unity: Added `GameObject.SetParent(GameObject[, bool])` - X10D.Unity: Added `GameObject.SetParent(GameObject[, bool])`
- X10D.Unity: Added `GameObject.SetParent(Transform[, bool])` - X10D.Unity: Added `GameObject.SetParent(Transform[, bool])`
- X10D.Unity: Added `System.Numerics.Quaternion.ToUnityQuaternion()` - X10D.Unity: Added `System.Numerics.Quaternion.ToUnityQuaternion()`
@ -65,15 +65,15 @@
- X10D.Unity: Added `Vector2.ToSystemVector()` - X10D.Unity: Added `Vector2.ToSystemVector()`
- X10D.Unity: Added `Vector3.ToSystemVector()` - X10D.Unity: Added `Vector3.ToSystemVector()`
- X10D.Unity: Added `Vector4.ToSystemVector()` - X10D.Unity: Added `Vector4.ToSystemVector()`
- X10D.Unity: Added `Vector2.WithX()` - X10D.Unity: Added `Vector2.WithX()` (#56)
- X10D.Unity: Added `Vector2.WithY()` - X10D.Unity: Added `Vector2.WithY()` (#56)
- X10D.Unity: Added `Vector3.WithX()` - X10D.Unity: Added `Vector3.WithX()` (#56)
- X10D.Unity: Added `Vector3.WithY()` - X10D.Unity: Added `Vector3.WithY()` (#56)
- X10D.Unity: Added `Vector3.WithZ()` - X10D.Unity: Added `Vector3.WithZ()` (#56)
- X10D.Unity: Added `Vector4.WithX()` - X10D.Unity: Added `Vector4.WithX()` (#56)
- X10D.Unity: Added `Vector4.WithY()` - X10D.Unity: Added `Vector4.WithY()` (#56)
- X10D.Unity: Added `Vector4.WithZ()` - X10D.Unity: Added `Vector4.WithZ()` (#56)
- X10D.Unity: Added `Vector4.WithW()` - X10D.Unity: Added `Vector4.WithW()` (#56)
## [3.0.0] ## [3.0.0]
@ -374,7 +374,7 @@ please [open an issue](https://github.com/oliverbooth/X10D/issues)!
### ***Not documented*** ### ***Not documented***
[3.1.0-nightly]: https://github.com/oliverbooth/X10D/tree/develop [3.1.0]: https://github.com/oliverbooth/X10D/releases/tag/v3.1.0
[3.0.0]: https://github.com/oliverbooth/X10D/releases/tag/v3.0.0 [3.0.0]: https://github.com/oliverbooth/X10D/releases/tag/v3.0.0
[2.6.0]: https://github.com/oliverbooth/X10D/releases/tag/2.6.0 [2.6.0]: https://github.com/oliverbooth/X10D/releases/tag/2.6.0
[2.5.0]: https://github.com/oliverbooth/X10D/releases/tag/2.5.0 [2.5.0]: https://github.com/oliverbooth/X10D/releases/tag/2.5.0