Releases: Tunnelbliick/notosu
Releases · Tunnelbliick/notosu
v2.21
v2.2 The Merge Overlapped Commands Update !BREAKING CHANGES!
The overlap update
- Hitlighting
- Basic overlap command removal
- cleaning up
- improved performance
- overhall commands to more align with sbrew
BREAKING CHANGES
- EVERYTHING
- Additionall wiki changes will follow i just dont want people using v2.13 anymore.
- Due to the nature of notosu now allowing overlapped commands which are resolved by precalculating the position of both origin and receptor by a fixed delta which can be adjusted in the playfield class alot of functions became obsolete since there is now easier / better ways of implementing them.
- Additionally alot of functions have ben overhauled to more closesly work together with the sbrew default of (easing, starttime, endtime, value0, value1) which in generall makes the project more in line with the coding style of sbrew and should make it easier to get going.
Additional info!
- When commands are merged the order is still relevant! They are merged in order of execution.
- Why is this important? nothing atm uses normalized movement, which means if you rotate then resize the playfield, WEIRD STUFF HAPPENS! which is why you should resize then rotate the playfield.
- This still has its limitations but it should make the development of interesting effects much simpler and easier todo.
Example Rotation First:
field.Rotate(OsbEasing.None, 70010, 70010 + 1500, Math.PI * 2, CenterType.middle);
field.Resize(OsbEasing.InSine, 70010, 70010 + 1500 / 2, 750, height);
field.Resize(OsbEasing.OutSine, 70010 + 1500 / 2, 70010 + 1500, 250, height);
Example Resize First:
field.Resize(OsbEasing.InSine, 70010, 70010 + 1500 / 2, 750, height);
field.Resize(OsbEasing.OutSine, 70010 + 1500 / 2, 70010 + 1500, 250, height);
field.Rotate(OsbEasing.None, 70010, 70010 + 1500, Math.PI * 2, CenterType.middle);
v2.13
Fixed bugs resulting in weird combination results
Fixed a bug that prevented higher delta times to be used, which resulted in the need of sub 5 delta which increased development time due to longer wait times.
v2.12
- Multithreaded Render Methods to improve performance
- Added Log function since notosu runs outside of Stroybrew Log scope which logs to
/logs/notosu.log
in the storybrew main directory. - Changed AddX AddY function to round to next delta time, so that animations dont entierly break when executed on higher delta times.
- Issue still there when delta is set to higher then 10 atleast in my testing but its significantly better.
v2.11
updated readme
v2.1
Small removal of retired stuff and commenting out stuff that has yet to be transitioned
v2.0
FULL BREAKING CHANGES / BASICALLY A FULL RECODE OF CERTAIN PARTS
- Overlapp resolve
- Multiple commands will nolonger interrupt each other, instead every movement on receptors and origins is summed together and executed at rendertime, this is still semi work in progress but should make comming up with mods and actually creating them alot easier.
- Rework of setup
- Streamlined the playfield initilization, and removed lots of unused parameters.
- The Playfield initializer now creates the default position for the playfield with the default size, additionally the receptors are bound to a border box by default never allowed to exed 0 or 480 so that the receptors do not go offscreen if the height exeeds the canvas (480)
- Additionally you can alter the Boundary box by increasing the padding on top and bottom that the receptors will respect, you can still move the receptors off screen using Move commands
- Reworking of Rotate Playfield
- Reworking of Zoom
- Removing uneseccary commands that with combined commands are nolonger needed
- ZoomAndMove
- ZoomMoveAndRotate
v1.0
Initial release version.