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Releases: canoi12/selene

selene v0.4.1

31 Mar 12:13

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Some bug fixes in the RenderBatch2D.

CHANGELOG:

  • RenderBatch2D
    • Fixed a crash in the draw_text function. The problem was caused by pointing to the batch buffer data variable before resizing it with realloc, so the pointer points to the old reference.
    • Changed the behaviour of the set_clip_rect command.
    • Using lua_isnumber instead of lua_isinteger in the fill_rect function, it was causing redering issues

selene v0.4.0

22 Mar 06:24

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CHANGELOG:

v0.3.0

16 Mar 02:23

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CHANGELOG:

  • Added a set_event() function to setup a callback for the SDL events
  • Separated the modules in two:
    • Global modules inside the src/modules/ folder
    • And the selene modules in the src/core folder
  • Use the selene('title', 'version', 'org') function for easy initialization
    • When initialized through this method, the framework creates a Window and a Renderer
  • Moved the audio module from global to the core modules
    • Separated the AudioSystem function in a file
  • Created a command based Renderer (OpenGL) in the core modules
    • Renderer is automatically created when initializing with the selene() method
    • Created a RenderBatch2D to easier manipulation of 2D render stuff, it operates on top of the general Renderer

v0.2.1

02 Feb 11:04

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The biggest changes are in the re-adoption of CMake as the generator system.

Changes

  • Separated the "executable" logic in the runners/default.c, that will contains the step and quit callbacks, the init script, command line args, etc.
  • The selene.c and selene.h has just logics related to some internal types and defs, and the luaopen_selene logic.
    • With that, if you don't want to use the executable and want to use selene in another Lua project you already have you can. You can build the shared lib and load it as a normal Lua module with require("selene")
  • Changed back build system/build generator to CMake, with easier support for cross compilation
  • Better support to Lua JIT
    • Use SELENE_USE_JIT macro

selene v0.2.0

30 Dec 19:30

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Changes in audio module

  • added audio.load_data(filename) to open and decode all data
  • Added AudioSystem to audio module
    • create with audio.create_system() function
    • use play function to play both AudioDecoder or AudioData objects
    • use pause_device to pause/unpause internal SDL2 AudioDevice
    • play function returns an ID to the internal AudioBuffer used, these can be used in functions set_volume and set_loop
    • the update must be called inside the game loop

selene v0.1.4

30 Dec 03:03

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  • Created USE_GLES2 macro for properly OpenGL module behavior
  • Fixed __index functions of linmath meta types
    • It was not returning the field if index is not a number

selene v0.1.3

29 Dec 19:38

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Another patch build to fix errors that I found.

Changes

  • Fixed selene.Data:root() no considering offset parameter
  • Fixed build for emscripten
    • Fixed sdl.Renderer:copy() and sdl.Renderer:copy_ex()
    • Added macros to OpenGL module to filter incompatible enums for GLES2

selene v0.1.2

29 Dec 14:55

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  • Fixed wrong behavior of sdlRenderer copy_ex function causing crash issue

selene 0.1.1

29 Dec 04:20

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  • Clear some structures
  • Fixed a SDL2 crash when setting an empty texture to sdlRenderer set_target

Release 0.1.0

26 Dec 15:18

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Initial release containing modules:

  • audio (load audio decoder)
  • font (stb_ttf and c embedded 8x8 font)
  • fs (filesystem)
  • gl (OpenGL)
  • image (stb_image to load image data)
  • linmath (using linmath lib for linear algebra operations)
  • json (json encoder and decoder)
  • sdl2 (SDL2)