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Releases: Chris3606/GoRogue

2.2.0

29 Apr 23:07
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New Features

  • Added optional parameters for AStar to support custom heuristics and custom weights for each location.
  • Optimized AStar implementation to be significantly faster than the original, on both static and dynamically-sized maps
  • Added FastAStar class which can potentially provide significantly faster pathing than even the new AStar implementation, at the expense of not producing absolutely shortest paths in 100% of cases
  • Added system for guaranteeing order of return for components attached to any ComponentContainer or IGameObject

Bugfixes

  • Cellular automata's QuickGenerators function now initializes walls to false, which makes it consistent in behavior to other QuickGenerators
  • Minimal Dependencies builds of GoRogue now properly optimize release code for all packages instead of just the GoRogue packages.

2.1.2

09 Apr 02:38
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  • Fixed bug in Coord equality that was causing unnecessary boxing/unboxing on comparison
  • Added minimal build configurations to use with compilers that don't properly support PrivateAsset.

2.1.1

31 Mar 20:08
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  • Fixed critical bug introduced in 2.1.0 that prevented GoRogue from functioning in non-MonoGame projects. GoRogue now functions in such projects as expected.

2.1.0

23 Mar 16:20
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  • Removed virtual keyword from Map.CalculateFOV functions where it is unnecessary. Non-virtual overloads now call virtual ones, so overriding both virtual methods is sufficient to override the functionality of all of them
  • Added equality/inequality interoperability operators for GoRogue primitives.

2.0.1

14 Mar 02:34
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Bugfixes/Docs Updates Only!

  • Updated API documentation to be accurate for 2.0
  • Moved spatial map events to IReadOnlySpatialMap
  • Added proper x/y overloads to GetDirectionOfMinValue

2.0.0

07 Mar 02:52
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Numerous breaking changes and new features. See https://chris3606.github.io/GoRogue/articles/1-to-2-upgrade-guide.html for a full changelog/upgrade guide.

v1.8.2

09 Feb 05:05
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  • Fixed maze gen connectivity issues
    • COMPATIBILITY TWEAK: Removed saveDeadEndChance parameter from MazeGenerator, this functionality is now in a separate component DeadEndTrimmer
    • COMPATIBILITY TWEAK: saveDeadEndChance parameter is now the last parameter in QuickGenerators.GenerateDungeonMazeMap
  • Added proper overloads of FleeMap for GetDirectionOfMinValue, since it can determine the distance by its underlying GoalMap
  • Added checks to ensure ItemMoved event in MultiSpatialMap only fires when things actually change positions.
  • Added functionality to rectangle to check perimeter locations of a rectangle
  • Added MapArea.Remove overloads to deal with adding/removing a group of positions efficiently.

v1.8.1

18 Jan 16:46
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  • Fixed bug where maze RoomsGenerator did not pass roomMinSize properly when it was not given an RNG.

v1.8.0

08 Jan 05:23
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New Features

  • Add Expired event to Effect instances.

Bugfixes

  • Fixed error in MapArea equality that cause NullReferenceException if only one of the MapArea instances involved was null.

Tweaks

  • Modified BasicRoomGenerator and RoomGenerator to account for existing open areas on the maps they are given, so they can be used in cases where not all rooms are generated with the same algorithm.
  • Optimized MapAreaFinder performance in cases where most locations are not walkable

v1.7.1

07 Jan 03:48
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  • Fix error in QuickGenerators.GenerateRandomRoomsMap that caused only minSize to be used as room size
  • Add capability for Map class to use custom map view as terrain map.