[0.9.9] - removed Xamarin backend, see http://www.badlogicgames.com/wordpress/?p=3213 - added Select class for selecting kth ordered statistic from arrays (see Array.selectRanked() method) - refactored Box2D to use badlogic Arrays instead of java.util.ArrayLists - MipMapGenerator methods now don't take disposePixmap argument anymore - added GLTexture, base class for all textures, encapsulates target (2d, cubemap, ...) - added CubeMap, 6 sided texture - changed TextureData#consumeCompressedData, takes target now - added RoboVM backend jar and native libs (libObjectAL, libgdx, in ios/ folder of distribution) - added RoboVM backend to build - changed Bullet wrapper API, see http://www.badlogicgames.com/wordpress/?p=3150 - changed MusicLoader and SoundLoader to be asynchronous loaders - changed behaviour of Net#sendHttpRequest() so HttpResponseListener#handleHttpResponse() callback is executed in worker thread instead of main thread - added Bresenham2, for drawing lines on an integer 2D grid - added GridPoint2 and GridPoint3, representing integer points in a 2D or 3D grid - added attribute location caching for VertexData/Mesh. Hand vertex attribs to a ShaderProgram, get back int[], pass that to Mesh - added Android x86 builds, removed libandroidgl20.so, it's now build as part of gdx-core for Android - changed method signature on Box2D World#getBodies and World#getJoints, pass in an Array to fill - removed glGetShaderSource from GL20, use ShaderProgram#getVertexShaderSource/getFragmentShaderSource instead - added reflection api - added AsynchExecutor, execute tasks asynchronously. Used for GWT mainly. - removed FileHandle#file(), has no business in there. - removed box2deditor - removed custom typedarrays in gwt backend - added classpath files support for gwt backend (limited) - moved AndroidWallpaperListener to Android Backend - added new VertexAttribute Usage flags, bone weight, tangent, binormal. previously encoded as Usage.Generic. Also added field "unit" to VertexAttribute, used by texture coordinates and bone weights to specify index/unit. - setup-ui template for iOS disables pngcrush, also updated wiki iOS article - add Pixmap#fillTriangle via jni gdx2d_fill_triangle() to fill a triangle based on its vertices. - add asynchronous download with continuous progress feedback to GWT asset preloader, see https://github.com/libgdx/libgdx/pull/409?w=1 - add capability to add/exclude package/classes GWT Reflection system, see https://github.com/libgdx/libgdx/pull/409?w=1 - add updated gdx-tiled-preprocessor, generate one single TextureAtlas for all the specified Tiled maps, see http://www.badlogicgames.com/forum/viewtopic.php?f=17&t=8911 - maps API, add new AtlasTiledMapLoader for loading maps produced by the tiled preprocessor tool - ImageProcessor, TexturePacker2 now accepts BufferedImage objects as input - TexturePacker2 now avoids duplicated aliases - Updated to LWJGL 2.9.0 - refactored JSON API, see http://www.badlogicgames.com/wordpress/?p=2993 - Updated Box2D to the latest trunk. Body#applyXXX methods now take an additional boolean parameter. - TmxMapLoader has a flag in Parameters that lets you specify whether to generate mipmaps - Animation#isAnimationFinished was fixed to behave as per javadocs (ignores looping) - remove GLU interface and implementations. Use Matrix4 et al instead. see http://www.badlogicgames.com/wordpress/?p=2886 - new maps API, see http://www.badlogicgames.com/wordpress/?p=2870 - removed static public tmp Vector2 instances, manage such temporary vars yourself, see http://www.badlogicgames.com/wordpress/?p=2840 - changed Scene2D Group#clear(), see http://www.badlogicgames.com/wordpress/?p=2837 - changed the build system, natives are now fetched from the build server, see http://www.badlogicgames.com/wordpress/?p=2821 - freetype extension supported on iOS, see http://www.badlogicgames.com/wordpress/?p=2819 - changed ShapeRenderer API, see http://www.badlogicgames.com/wordpress/?p=2809 - changed Actions.add to addAction, changed parameter order, and added removeAction, addListener, removeListener - Box2d joints now allow for user data - Changes to Intersector, Circle, Rectangle and BoundingBox for consistency in #overlap, #intersect and #contains methods, see https://github.com/libgdx/libgdx/pull/312 - Removed LwjglApplicationConfiguration CPU sync. Added foreground and background target framerate. - scene2d, no longer use getters/setters internally for Actor x, y, width, height, scalex, scaley and rotation. - Array, detect nested iterator usage and throw exception. - Added getVolume to Music class and Android, IOS and GWT backends - 1381, fixed JSON parsing of longs. In addition to Float, it now parses Long if no decimal point is found. - Changed Array constructors that took an array to have offset and count - scene2d, Actor parentToLocalCoordinates and localToParentCoordinates refactoring, see http://www.badlogicgames.com/forum/viewtopic.php?p=40441#p40441 - scene2d, Action#setActor no longer calls reset if the Action has no pool. This allows non-pooled actions to be add and removed from actors, restarted, and reused. - ScrollBar#setForceOverscroll renamed to setForceScroll, as it affects more than just overscroll. - ArrayMap#addAll renamed to putAll to match the other maps. - Added ObjectSet and IntSet. - Added completion listener to Music. - Added Music#setPan. - Sound#play and Sound#loop on Android now return -1 on failure, to match other backends. - DelegateAction subclasses need to implement delegate() instead of act(). http://www.badlogicgames.com/forum/viewtopic.php?p=43576#p43576 - Added pause and resume methods to Sound. - Changed AssetErrorListener#error to have AssetDescriptor to enable access to parameters of failed asset. - Changed SelectBoxStyle to have ScrollPaneStyle and ListStyle for fully customizing the drop down list. http://www.badlogicgames.com/wordpress/?p=3110 - AssetLoader now takes a FileHandle that is the resolved file name. The AssetLoader no longer has to resolve the file name, so we can prevent it from being resolved twice. - Rewrote EarClippingTriangulator to not allocate (no more Vector2s). - Added ParticleEffectLoader to make AssetManager load ParticleEffects - Added GeometryUtils, more Intersector functions, DelaunayTriangulator, ConvexHull. - Added getBoundingBox to ParticleEffect - EarClippingTriangulator changed to return triangle indices. - PolygonSpriteBatch and friends refactored to use triangle indices. - Added add(T, float), remove(int), remove(T) and clear() methods to BinaryHeap - Bitmap Font changes: - FreeTypeFontGenerator allows you to specify the PixmapPacker now, to create an atlas with many different fonts (see FreeTypePackTest) - BitmapFont, BitmapFontCache and FreeTypeFontGenerator now support fonts with multiple texture pages. (see BitmapFontTest and FreeTypePackTest) - BitmapFontData.imagePath and getImagePath() is depreacted, use imagePaths[] and getImagePath(int) instead - Added two BitmapFont constructors for convenience; no need to specify flip boolean - Added getCache() to BitmapFont, for expert users who wish to use the BitmapFontCache (see BitmapFontTest) - FreeTypeFontGenerator now includes setMaxTextureSize and getMaxTextureSize to cap the generated glyph atlas size (default 1024) - added render-hooks beginRender() and endRender() to BatchTiledMapRenderer - Added panStop to GestureListener interface. - ScissorStack#calculateScissors changed to take viewport, enabling it to work with glViewport. - Added Bits#getAndClear, Bits#getAndSet and Bits#containsAll [0.9.8] - see http://www.badlogicgames.com/wordpress/?p=2791 [0.9.7] - see http://www.badlogicgames.com/wordpress/?p=2664 [0.9.6] - see http://www.badlogicgames.com/wordpress/?p=2513