# 0.6.0 Rewrote the library to deal with the loss of `EventHandlerFree` from miniquad, meaning we don't get to own the miniquad context anymore. Therefore it has now to be handed around a lot. On the upside, improvements made from the long alpha and the next steps after that inside of miniquad are now part of gwg as well. ## Added * added the `shader.rs` example from `ggez`, though there's still an error somewhere, keeping it from working properly... (in case you find out how to fix it, please let me know!) # 0.5.0 ## Added * added `filesystem::load_file_async` to allow for file loading on WASM as well ## Changed * updated `miniquad` to 0.3.0-alpha.38 (highest version currently compatible with the docker build script and without an icon bug on windows) * changed `offset` behavior and added default error type to `EventHandler` to match `ggez` 0.7.0 * made `filesystem::open` check the cache first and then only load files whenever they're not present in the cache * `filesystem::open` now internally uses `miniquad::fs::load_file`, allowing to load files on Android now as well * ```cargo [package.metadata.android] assets = "/" ``` can be used in your `Cargo.toml` file to specify which folder to include in the apk as the assets folder # 0.4.2 * added a dependency on `twox_hash 1.5.0` to coerce semver into using a `rand < 0.8` in order to avoid `getrandom`, so that gwg compiles on wasm again # 0.4.1 * fixed a memory leak caused by drawable structs not releasing their resources * fixed `miniquad` version # 0.4.0 ## Added * added a re-export of miniquad for those who desire/need more control * added `set`, `get_sprites` and `get_sprites_mut` to `SpriteBatch` for consistency with `ggez` 0.6.1 * added an "audio" feature, making audio optional ## Changed * updated audio to use `quad-snd` 0.2.2 - changing the audio API a little * changed `05_astroblasto.rs` into just `astroblasto.rs` to allow for easier building on Android (as leading numbers seem to be disallowed there) ## Fixed * fixed remaining clippy lints