mirror of
https://github.com/oliverbooth/X10D
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440 lines
20 KiB
Markdown
440 lines
20 KiB
Markdown
# Changelog
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## 3.2.0
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### Added
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- X10D: Added `MathUtility.InverseLerp(float, float, float)` and `MathUtility.InverseLerp(double, double, double)`
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- X10D: Added `Circle`, `CircleF`, `Cuboid`, `Ellipse`, `EllipseF`, `Line3D`, `Line`, `LineF`, `Polygon`, `PolygonF`, `Polyhedron`, and `Sphere`, to complement System.Drawing structs such as `Point` and `Rectangle`
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- X10D: Added `IList<T>.RemoveRange(Range)`
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- X10D: Added `Point.ToSize()`
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- X10D: Added `Point.ToSizeF()`
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- X10D: Added `Point.ToVector2()`
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- X10D: Added `PointF.ToSizeF()`
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- X10D: Added `PointF.ToVector2()` for .NET < 6
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- X10D: Added `RoundUpToPowerOf2()` for built-in integer types
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- X10D: Added `Size.ToPoint()`
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- X10D: Added `Size.ToPointF()`
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- X10D: Added `Size.ToVector2()`
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- X10D: Added `Quaternion.Multiply(Vector3)` - this functions as an equivalent to Unity's `Quaternion * Vector3` operator
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- X10D: Added `Vector2.Deconstruct()`
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- X10D: Added `Vector2.ToPointF()`
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- X10D: Added `Vector2.ToSizeF()`
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- X10D: Added `Vector3.Deconstruct()`
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- X10D: Added `Vector4.Deconstruct()`
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- X10D.Unity: Added `DebugEx`, which mimics `UnityEngine.Debug` while offering more useful primitive drawing methods
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- X10D.Unity: Added `System.Drawing.Color.ToUnityColor()`
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- X10D.Unity: Added `System.Drawing.Color.ToUnityColor32()`
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- X10D.Unity: Added `Color.ToSystemDrawingColor()`
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- X10D.Unity: Added `Color32.ToSystemDrawingColor()`
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- X10D.Unity: Added `Point.ToUnityVector2()`
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- X10D.Unity: Added `Point.ToUnityVector2Int()`
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- X10D.Unity: Added `PointF.ToUnityVector2()`
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- X10D.Unity: Added `Rect.ToSystemRectangleF()`
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- X10D.Unity: Added `RectInt.ToSystemRectangle()`
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- X10D.Unity: Added `RectInt.ToSystemRectangleF()`
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- X10D.Unity: Added `Rectangle.ToUnityRect()`
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- X10D.Unity: Added `Rectangle.ToUnityRectInt()`
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- X10D.Unity: Added `RectangleF.ToUnityRect()`
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- X10D.Unity: Added `Size.ToUnityVector2()`
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- X10D.Unity: Added `Size.ToUnityVector2Int()`
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- X10D.Unity: Added `SizeF.ToUnityVector2()`
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- X10D.Unity: Added `Vector2.Deconstruct()`
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- X10D.Unity: Added `Vector2.ToSystemPointF()`
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- X10D.Unity: Added `Vector2.ToSystemSizeF()`
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- X10D.Unity: Added `Vector2Int.Deconstruct()`
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- X10D.Unity: Added `Vector2Int.ToSystemPoint()`
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- X10D.Unity: Added `Vector2Int.ToSystemSize()`
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- X10D.Unity: Added `Vector2Int.ToSystemVector()`
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- X10D.Unity: Added `Vector2Int.WithX()`
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- X10D.Unity: Added `Vector2Int.WithY()`
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- X10D.Unity: Added `Vector3.Deconstruct()`
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- X10D.Unity: Added `Vector3Int.Deconstruct()`
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- X10D.Unity: Added `Vector3Int.ToSystemVector()`
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- X10D.Unity: Added `Vector3Int.WithX()`
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- X10D.Unity: Added `Vector3Int.WithY()`
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- X10D.Unity: Added `Vector3Int.WithZ()`
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- X10D.Unity: Added `Vector4.Deconstruct()`
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### Changed
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- X10D.Unity: Obsolesced `Singleton<T>`
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## [3.1.0]
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### Added
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- Reintroduced Unity support
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- X10D: Added `Color.Inverted()` (#54)
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- X10D: Added `Color.WithA()` (#55)
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- X10D: Added `Color.WithB()` (#55)
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- X10D: Added `Color.WithG()` (#55)
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- X10D: Added `Color.WithR()` (#55)
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- X10D: Added `ICollection<T>.ClearAndDisposeAll()`
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- X10D: Added `ICollection<T>.ClearAndDisposeAllAsync()`
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- X10D: Added `IEnumerable<T>.For()` (#50)
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- X10D: Added `IEnumerable<T>.ForEach()` (#50)
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- X10D: Added `IEnumerable<T>.DisposeAll()`
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- X10D: Added `IEnumerable<T>.DisposeAllAsync()`
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- X10D: Added `char.IsEmoji`
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- X10D: Added `ReadOnlySpan<T>.Count(Predicate<T>)`
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- X10D: Added `Rune.IsEmoji`
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- X10D: Added `Span<T>.Count(Predicate<T>)`
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- X10D: Added `string.IsEmoji`
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- X10D: Added `Vector2.WithX()` (#56)
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- X10D: Added `Vector2.WithY()` (#56)
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- X10D: Added `Vector3.WithX()` (#56)
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- X10D: Added `Vector3.WithY()` (#56)
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- X10D: Added `Vector3.WithZ()` (#56)
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- X10D: Added `Vector4.WithX()` (#56)
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- X10D: Added `Vector4.WithY()` (#56)
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- X10D: Added `Vector4.WithZ()` (#56)
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- X10D: Added `Vector4.WithW()` (#56)
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- X10D.Unity: Added `Singleton<T>` class
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- X10D.Unity: Added `Color.Inverted()` (#54)
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- X10D.Unity: Added `Color.WithA()` (#55)
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- X10D.Unity: Added `Color.WithB()` (#55)
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- X10D.Unity: Added `Color.WithG()` (#55)
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- X10D.Unity: Added `Color.WithR()` (#55)
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- X10D.Unity: Added `Color32.Inverted()` (#54)
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- X10D.Unity: Added `Color32.WithA()` (#55)
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- X10D.Unity: Added `Color32.WithB()` (#55)
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- X10D.Unity: Added `Color32.WithG()` (#55)
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- X10D.Unity: Added `Color32.WithR()` (#55)
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- X10D.Unity: Added `Component.GetComponentsInChildrenOnly<T>()`
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- X10D.Unity: Added `GameObject.GetComponentsInChildrenOnly<T>()`
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- X10D.Unity: Added `GameObject.LookAt(GameObject[, Vector3])`
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- X10D.Unity: Added `GameObject.LookAt(Transform[, Vector3])`
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- X10D.Unity: Added `GameObject.LookAt(Vector3[, Vector3])`
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- X10D.Unity: Added `GameObject.SetLayerRecursively(int)` (#57)
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- X10D.Unity: Added `GameObject.SetParent(GameObject[, bool])`
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- X10D.Unity: Added `GameObject.SetParent(Transform[, bool])`
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- X10D.Unity: Added `System.Numerics.Quaternion.ToUnityQuaternion()`
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- X10D.Unity: Added `Quaternion.ToSystemQuaternion()`
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- X10D.Unity: Added `Random.NextColorArgb()`
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- X10D.Unity: Added `Random.NextColor32Argb()`
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- X10D.Unity: Added `Random.NextColorRgb()`
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- X10D.Unity: Added `Random.NextColor32Rgb()`
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- X10D.Unity: Added `Random.NextRotation()`
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- X10D.Unity: Added `Random.NextRotationUniform()`
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- X10D.Unity: Added `Random.NextUnitVector2()`
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- X10D.Unity: Added `Random.NextUnitVector3()`
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- X10D.Unity: Added `Transform.LookAt(GameObject[, Vector3])`
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- X10D.Unity: Added `Transform.SetParent(GameObject[, bool])`
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- X10D.Unity: Added `System.Numerics.Vector2.ToUnityVector()`
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- X10D.Unity: Added `System.Numerics.Vector3.ToUnityVector()`
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- X10D.Unity: Added `System.Numerics.Vector4.ToUnityVector()`
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- X10D.Unity: Added `Vector2.ToSystemVector()`
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- X10D.Unity: Added `Vector3.ToSystemVector()`
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- X10D.Unity: Added `Vector4.ToSystemVector()`
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- X10D.Unity: Added `Vector2.WithX()` (#56)
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- X10D.Unity: Added `Vector2.WithY()` (#56)
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- X10D.Unity: Added `Vector3.WithX()` (#56)
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- X10D.Unity: Added `Vector3.WithY()` (#56)
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- X10D.Unity: Added `Vector3.WithZ()` (#56)
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- X10D.Unity: Added `Vector4.WithX()` (#56)
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- X10D.Unity: Added `Vector4.WithY()` (#56)
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- X10D.Unity: Added `Vector4.WithZ()` (#56)
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- X10D.Unity: Added `Vector4.WithW()` (#56)
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## [3.0.0]
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In the midst of writing these release notes, I may have missed some important changes. If you notice an API change that is not documented here,
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please [open an issue](https://github.com/oliverbooth/X10D/issues)!
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### Added
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- Added `T.AsArrayValue()`
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- Added `T.AsEnumerableValue()`
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- Added `T.RepeatValue(int)`
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- Added `T.ToJson([JsonSerializerOptions])`
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- Added `string.FromJson([JsonSerializerOptions])`
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- Added `T[].AsReadOnly()`
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- Added `T[].Clear([Range])` and `T[].Clear(int, int)`
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- Added `DateTime.IsLeapYear()`
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- Added `DateTimeOffset.IsLeapYear()`
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- Added `Endianness` enum
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- Added `FileInfo.GetHash<T>()`
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- Added `FileInfo.TryWriteHash<T>(Span<byte>, out int)`
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- Added `IComparable<T>.Clamp(T, T)` - this supersedes `Clamp` defined for hard-coded numeric types (#24)
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- Added `IComparable<T1>.GreaterThan(T2)` (#22)
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- Added `IComparable<T1>.GreaterThanOrEqualTo(T2)` (#22)
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- Added `IComparable<T1>.LessThan(T2)` (#22)
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- Added `IComparable<T1>.LessThanOrEqualTo(T2)` (#22)
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- Added `IComparable<T1>.Max(T)` (#23)
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- Added `IComparable<T1>.Min(T)` (#23)
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- Added `IDictionary<TKey, TValue>.AddOrUpdate()`
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- Added `IEnumerable<TSource>.Product()` and `IEnumerable<TSource>.Product<TResult>(Func<TSource>, TResult)` for all built-in numeric types, computing the product of all (optionally transformed) elements
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- Added `IList<T>.Fill(T)` and `IList<T>.Fill(T, int, int)`
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- Added `IPAddress.IsIPv4()` and `IPAddress.IsIPv6()`
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- Added `IReadOnlyList<byte>.Pack8Bit()`
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- Added `IReadOnlyList<byte>.Pack16Bit()`
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- Added `IReadOnlyList<byte>.Pack32Bit()`
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- Added `IReadOnlyList<byte>.Pack64Bit()`
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- Added `MemberInfo.HasCustomAttribute<T>()` and `MemberInfo.HasCustomAttribute(Type)`
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- Added `defaultValue` overload for `MemberInfo.SelectFromCustomAttribute<TAttr, TReturn>()`
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- Added `Random.Next<T>()` (returns a random field from a specified enum type)
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- Added `Random.NextByte([byte[, byte]])`
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- Added `Random.NextColorArgb()`, returning a random color in RGB space, including random alpha
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- Added `Random.NextColorRgb()`, returning a random color in RGB space with alpha 255
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- Added `Random.NextDouble(double[, double])`
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- Added `Random.NextInt16([short[, short]])`
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- Added `Random.NextSingle(float[, float])` (#34)
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- Added `Random.NextUnitVector2()`
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- Added `Random.NextUnitVector3()`
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- Added `Random.NextRotation()`
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- Added `Rune.Repeat(int)`
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- Added `byte.IsEven()`
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- Added `byte.IsOdd()`
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- Added `byte.IsPrime()`
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- Added `byte.UnpackBits()`
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- Added `byte.RangeTo(byte)`, `byte.RangeTo(short)`, `byte.RangeTo(int)`, and `byte.RangeTo(long)`
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- Added `int.Mod(int)`
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- Added `int.RangeTo(int)`, and `int.RangeTo(long)`
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- Added `int.UnpackBits()`
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- Added `long.Mod(long)`
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- Added `long.RangeTo(long)`
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- Added `long.UnpackBits()`
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- Added `sbyte.IsEven()`
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- Added `sbyte.IsOdd()`
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- Added `sbyte.IsPrime()`
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- Added `sbyte.Mod(sbyte)`
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- Added `short.IsEven()`
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- Added `short.IsOdd()`
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- Added `short.Mod(short)`
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- Added `short.RangeTo(short)`, `short.RangeTo(int)`, and `short.RangeTo(long)`
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- Added `short.UnpackBits()`
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- Added `string.IsPalindrome()`
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- Added `Stream.GetHash<T>()`
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- Added `Stream.TryWriteHash<T>(Span<byte>, out int)`
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- Added `Stream.ReadInt16([Endian])`
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- Added `Stream.ReadInt32([Endian])`
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- Added `Stream.ReadInt64([Endian])`
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- Added `Stream.ReadUInt16([Endian])`
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- Added `Stream.ReadUInt32([Endian])`
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- Added `Stream.ReadUInt64([Endian])`
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- Added `Stream.Write(short, [Endian])`
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- Added `Stream.Write(int, [Endian])`
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- Added `Stream.Write(long, [Endian])`
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- Added `Stream.Write(ushort, [Endian])`
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- Added `Stream.Write(uint, [Endian])`
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- Added `Stream.Write(ulong, [Endian])`
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- Added `TimeSpan.Ago()`
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- Added `TimeSpan.FromNow()`
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- Added `TimeSpanParser.TryParse` which supersedes `TimeSpanParser.Parse`
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- Added `Sqrt()` and `ComplexSqrt()` for all built-in decimal types
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- Added `All()` and `Any()` for `Span<T>` and `ReadOnlySpan<T>`, mimicking the corresponding methods in `System.Linq`
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- Added `Sign()` for built-in numeric types. For unsigned types, this never returns -1
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- Added `Type.Implements<T>()` and `Type.Implements(Type)` (#25)
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- Added `Type.Inherits<T>()` and `Type.Inherits(Type)` (#25)
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- Added `DigitalRoot` function for built-in integer types
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- Added `Factorial` function for built-in integer types
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- Added `HostToNetworkOrder` and `NetworkToHostOrder` for `short`, `int`, and `long`
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- Added `IsLeapYear` function for `DateTime` and `DateTimeOffset`, as well as built-in numeric types
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- Added `MultiplicativePersistence` function for built-in integer types
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- Added `RotateLeft` and `RotateRight` for built-in integer types
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- Added trigonometric functions for built-in numeric types, including `Acos()`, `Asin()`, `Atan()`, `Atan2()`, `Cos()`, `Sin()`, `Tan()` (#49)
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- Added time-related extension methods for built-in numeric types, including `Milliseconds()`, `Seconds()`, `Minutes()`, `Hours()`, `Days()`, and `Weeks()`. `Ticks()` is also available, but only for integers; not floating point
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- Added `StringBuilderReader` (inheriting `TextReader`) which allows reading from a `StringBuilder` without consuming the underlying string
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- Added extension methods for `System.Decimal`
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### Changed
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- Updated to .NET 6 (#45)
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- Methods defined to accept `byte[]` have been changed accept `IReadOnlyList<byte>`
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- Extension methods are now defined in appropriate child namespaces to reduce the risk of name collisions (#7)
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- `char[].Random(int)`, `char[].Random(int, int)`, `IEnumerable<char>.Random(int)`, and `IEnumerable<char>.Random(int, int)` have been redefined as `Random.NextString(IReadOnlyList<char>, int)`
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- `IComparable<T>.Between(T, T)` has been redefined as `IComparable<T1>.Between(T2, T3, [InclusiveOptions])` to allow comparison of disparate yet comparable types, and also offers inclusivity options
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- `DateTime` extensions now wrap `DateTimeOffset` extensions
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- `DateTime.ToUnixTimestamp([bool])` has been redefined as `DateTime.ToUnixTimeMilliseconds()` and `DateTime.ToUnixTimeSeconds()`
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- `Dictionary<T1, T2>.ToGetParameters()`, `IDictionary<T1, T2>.ToGetParameters()`, and `IReadOnlyDictionary<T1, T2>.ToGetParameters()`, has been redefined as `IEnumerable<KeyValuePair<T1, T2>>.ToGetParameters()`
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- `Dictionary<T1, T2>.ToConnectionString()`, `IDictionary<T1, T2>.ToConnectionString()`, and `IReadOnlyDictionary<T1, T2>.ToConnectionString()`, has been redefined as `IEnumerable<KeyValuePair<T1, T2>>.ToConnectionString()`
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- `IList<T>.OneOf([Random])` and `IEnumerable<T>.OneOf([Random])` have been redefined as `Random.NextFrom<T>(IEnumerable<T>)` to fall in line with the naming convention of `System.Random` (#21)
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- `IList<T>.Shuffle([Random])` now uses a Fisher-Yates shuffle implementation
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- `IList<T>.Shuffle([Random])` has been repurposed to shuffle the list in place, rather than returning a new enumerable
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- `IEnumerable<T>.Shuffle([Random])` has been renamed to `IEnumerable<T>.Shuffled([Random])` to avoid confusion with `IList<T>.Shuffle([Random])`
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- `Random.CoinToss()` has been redefined as `Random.NextBoolean()` to fall in line with the naming convention of `System.Random`
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- `Random.OneOf<T>(T[])` and `Random.OneOf<T>(IList<T>)` have been redefined as `Random.NextFrom<T>(IEnumerable<T>)` to fall in line with the naming convention of `System.Random`
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- `Enum.Next([bool])` and `Enum.Previous([bool])` have been redefined as `Enum.Next()`, `Enum.Previous()`, `Enum.NextUnchecked()`, `Enum.PreviousUnchecked()`. The `Unchecked` variants of these methods do not perform index validation, and will throw `IndexOutOfRangeException` when attempting to access an invalid index. The checked variants will perform a modulo to wrap the index
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- Seperated `string.WithAlternative(string, [bool])` to `string.WithEmptyAlternative(string)` and `string.WithWhiteSpaceAlternative(string)`
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- `string.AsNullIfEmpty()` and `string.AsNullIfWhiteSpace()` now accept a nullable `string`
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- `IEnumerable<byte>.GetString([Encoding])` has been renamed to `IReadOnlyList<byte>.ToString` and its `Encoding` parameter has
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been made non-optional
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- Fixed a bug where `IEnumerable<KeyValuePair<K,V>>.ToConnectionString()` would not sanitize types with custom `ToString()`
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implementation (#20)
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Renamed `string.Random(int[, Random])` to `string.Randomize(int[, Random])`
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- Redefined `char[].Random(int)`, `char[].Random(int, Random)`, `IEnumerable<char>.Random(int)`, and `IEnumerable<char>.Random(int, Random)`, as `Random.NextString(IReadOnlyList<char>, int)`
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- Improved performance for:
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- `string.IsLower()`
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- `string.IsUpper()`
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- `string.Reverse()`
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- `TimeSpanParser`
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### Removed
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- Indefinitely suspended Unity support, until such a time that Unity can be updated to a newer version of .NET. See: https://forum.unity.com/threads/unity-future-net-development-status.1092205/
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- Removed `bool.And(bool)`
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- Removed `bool.NAnd(bool)`
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- Removed `bool.NOr(bool)`
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- Removed `bool.Not(bool)`
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- Removed `bool.Or(bool)`
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- Removed `bool.ToByte()`
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- Removed `bool.ToInt16()`
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- Removed `bool.ToInt64()`
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- Removed `bool.XNOr()`
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- Removed `bool.XOr()`
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- Removed `IConvertible.To<T>([IFormatProvider])` (#13)
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- Removed `IConvertible.ToOrDefault<T>([IFormatProvider])` (#13)
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- Removed `IConvertible.ToOrDefault<T>(out T, [IFormatProvider])` (#13)
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- Removed `IConvertible.ToOrNull<T>([IFormatProvider])` (#13)
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- Removed `IConvertible.ToOrNull<T>(out T, [IFormatProvider])` (#13)
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- Removed `IConvertible.ToOrOther<T>(T, [IFormatProvider])` (#13)
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- Removed `IConvertible.ToOrOther<T>(out T, T, [IFormatProvider])` (#13)
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- Removed `IEnumerable<T>.Split(int)` - this functionality is now provided by .NET in the form of the `Chunk` method. See: https://docs.microsoft.com/en-us/dotnet/api/system.linq.enumerable.chunk?view=net-6.0
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- Removed `MemberInfo.GetDefaultValue()` (use `SelectFromCustomAttribute()` instead)
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- Removed `MemberInfo.GetDescription()` (use `SelectFromCustomAttribute()` instead)
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- Removed `int.ToBoolean()`
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- Removed `long.ToBoolean()`
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- Removed `short.ToBoolean()`
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- Removed `uint.ToBoolean()`
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- Removed `ushort.ToBoolean()`
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- Removed `ulong.ToBoolean()`
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- Removed `WaitHandle.WaitOneAsync()`. For suspensions of execution during asynchronous operations, favour `TaskCompletionSource` or `TaskCompletionSource<T>`. See: https://docs.microsoft.com/en-us/dotnet/api/system.threading.tasks.taskcompletionsource?view=net-6.0 and https://docs.microsoft.com/en-us/dotnet/api/system.threading.tasks.taskcompletionsource-1?view=net-6.0
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## [2.6.0] - 2020-10-20
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### Added
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- Add `string.AsNullIfEmpty()`
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- Returns the current string, or `null` if the current string is null or empty.
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- Add `string.AsNullIfWhiteSpace()`
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- Returns the current string, or `null` if the current string is null, empty, or consists of only whitespace.
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- Add `string.Reverse()`
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- Reverses the current string
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- Add `string.WithAlternative()`
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- Returns the current string, or an alternative value if the current string is null or empty, or optionally if the current
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string consists of only whitespace.
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### Changed
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- n/a
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### Removed
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- n/a
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## [2.5.0] - 2020-07-15
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|
|
|
### Added
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|
|
|
- `WaitHandle.WaitOneAsync()`
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|
- Wraps `WaitHandle.WaitOne` as a `Task`
|
|
- Add support for Unity 2019.4.3f1
|
|
- Add `GameObject.LookAt(GameObject)`
|
|
- Rotates the Transform on the current GameObject so that it faces the Transform on another GameObject
|
|
- Add `GameObject.LookAt(Transform)`
|
|
- Rotates the Transform on the current GameObject so that it faces another transform
|
|
- Add `Transform.LookAt(GameObject)`
|
|
- Rotates the current Transform so that it faces the Transform on another GameObject
|
|
- Add `Vector3.Round([float])`
|
|
- Returns a rounded Vector3 by calling `float.Round()` on each component
|
|
- Add `Vector3.WithX(float)`
|
|
- Returns a Vector3 with a new X component value
|
|
- Add `Vector3.WithY(float)`
|
|
- Returns a Vector3 with a new Y component value
|
|
- Add `Vector3.WithZ(float)`
|
|
- Returns a Vector3 with a new Z component value
|
|
- Add `Vector3.WithXY(float, float)`
|
|
- Returns a Vector3 with new X and Y component values
|
|
- Add `Vector3.WithXZ(float, float)`
|
|
- Returns a Vector3 with new X and Z component values
|
|
- Add `Vector3.WithYZ(float, float)`
|
|
- Returns a Vector3 with new Y and Z component values
|
|
- Add `BetterBehavior` (experimental wrapper over `MonoBehaviour`)
|
|
|
|
### Changed
|
|
|
|
- n/a
|
|
|
|
### Removed
|
|
|
|
- n/a
|
|
|
|
## [2.2.0] - 2020-04-21
|
|
|
|
### Added
|
|
|
|
- Add `string.ChangeEncoding(Encoding, Encoding)`
|
|
- Converts this string from one encoding to another
|
|
- Add `string.IsLower()`
|
|
- Determines if all alpha characters in this string are considered lowercase
|
|
- Add `string.IsUpper()`
|
|
- Determines if all alpha characters in this string are considered uppercase
|
|
|
|
- Various extension methods with regards to reflection:
|
|
- `GetDefaultValue` and `GetDefaultValue<T>` - gets the value stored in the member's `DefaultValue` attribute
|
|
- `GetDescription`- gets the value stored in the member's `Description` attribute
|
|
- `SelectFromCustomAttribute<T1, T2>` - Internally calls `GetCustomAttribute<T1>` and passes it to a `Func<T1, T2>` so that
|
|
specific members may be selected
|
|
|
|
### Changed
|
|
|
|
- n/a
|
|
|
|
### Removed
|
|
|
|
- n/a
|
|
|
|
## [2.1.0] - 2020-04-18
|
|
|
|
### Added
|
|
|
|
- Add `bool bool.And(bool)`
|
|
- Performs logical AND
|
|
- Add `bool bool.Or(bool)`
|
|
- Performs logical OR
|
|
- Add `bool bool.Not(bool)`
|
|
- Performs logical NOT
|
|
- Add `bool bool.XOr(bool)`
|
|
- Performs Logical XOR
|
|
- Add `bool bool.NAnd(bool)`
|
|
- Performs logical NAND
|
|
- Add `bool bool.NOr(bool)`
|
|
- Performs logical NOR
|
|
- Add `bool bool.XNOr(bool)`
|
|
- Performs logical XNOR
|
|
- Add `byte bool.ToByte()`
|
|
- 1 if `true`, 0 otherwise
|
|
- Add `short bool.ToInt16()`
|
|
- 1 if `true`, 0 otherwise
|
|
- Add `long bool.ToInt64()`
|
|
- 1 if `true`, 0 otherwise
|
|
|
|
### Changed
|
|
|
|
- n/a
|
|
|
|
### Removed
|
|
|
|
- n/a
|
|
|
|
## [2.0.0] - 2020-04-18
|
|
|
|
### Added
|
|
|
|
- Add `IEnumerable<T>.Split(int)`
|
|
- Performs the same operation as the previously defined `IEnumerable<byte>.Chunkify(int)`, except now accepts any type `T`
|
|
|
|
### Changed
|
|
|
|
- Fix `DateTime.Last(DayOfWeek)` implementation
|
|
- Now returns the correct date/time for a given day of the week
|
|
|
|
### Removed
|
|
|
|
- Remove `IEnumerable<byte>.Chunkify(int)`
|
|
- Replaced by a method of the same behaviour `IEnumerable<T>.Split(int)`
|
|
|
|
## Earlier versions
|
|
|
|
### ***Not documented***
|
|
|
|
[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
|
|
[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
|
|
[2.2.0]: https://github.com/oliverbooth/X10D/releases/tag/2.2.0
|
|
[2.1.0]: https://github.com/oliverbooth/X10D/releases/tag/2.1.0
|
|
[2.0.0]: https://github.com/oliverbooth/X10D/releases/tag/2.0.0 |