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Release history

2 releases of WarpedVector.

v0.0.46

StableMar 14, 2026

Full Changelog: https://github.com/NTDLS/AxisEngine/compare/0.0.43...0.0.46

Please note, this is still an alpha release - there is nothing substantial to play.

This release represents a major architectural step forward for the engine, focusing on performance, asset-driven architecture, editor tooling, and foundational multiplayer/session infrastructure. Large portions of the engine were refactored to support a database-backed asset pipeline, metadata-driven gameplay systems, and significantly improved performance.

Major Architecture Changes

Asset-Driven Engine

A significant portion of the engine has been migrated to an asset database architecture.

  • New asset package format
  • Asset database reader/writer implementation
  • Asset packing tools
  • Project extraction and ingestion system
  • Asset export and replacement capabilities
  • Asset schema improvements and metadata pruning
  • All assets now include metadata
  • Weapons, sounds, animations, and sprites increasingly driven by metadata
  • Major progress moving engine code and configuration into assets
  • This work establishes the foundation for data-driven gameplay and tooling.

Sprite System Refactor

The sprite system received a major internal reorganization.

  • Major SpriteBase refactor
  • Sprite creation and lifecycle management improvements
  • Simplified sprite attachment creation
  • Sprite direction is no longer tied to movement vector
  • Sprite attachment orientation and position modes (fixed and independent)
  • Explosion attachment fixes
  • Metadata optimizations for bitmaps and animations
  • Split responsibilities within SpriteBase
  • Sounds now derived from sprite metadata

AI System Improvements

  • AI moved to a lower abstraction layer
  • AI integration with the asset database
  • Multiple observed objects for AI models
  • Hostile engagement work in progress
  • Debug enemy metadata support
  • Example boss enemy added

Math and Physics Improvements

Mathematics and movement systems were significantly cleaned up and improved.

  • Replacement of SiAngle with the more robust SiVector system
  • Standardization of math utilities
  • Simplified radian and vector handling
  • Orientation and movement vector improvements
  • Improved angular collision momentum propagation
  • Improved collision propagation across sprites
  • RecalculateOrientationMovementVector implementation
  • Epoch timing now expressed in seconds

Performance Improvements

  • High-efficiency bitmap implementation
  • Extensive caching improvements
  • Animation and sound caching
  • Metadata caching improvements
  • Major munition hit detection optimizations
  • Reduced reflection usage
  • Optimized asset loading
  • Lazy starfield initialization
  • Resolved redundant image loading
  • Delegate thread pool caching improvements

Editor and Tooling

Asset Editor

  • Asset explorer
  • Property editor
  • Metadata editing and saving
  • Sprite viewer improvements
  • Multi-tab editor interface
  • Tree view icons and improvements
  • Class picker constraints
  • Asset folder creation, deletion, and export
  • Metadata picker improvements
  • Debug sprite explorer

Development Tools

  • Debug interrogation system in the editor
  • Debugger injection support
  • Action buffer system
  • Development mode improvements
  • Manual compilation support
  • NuGet compiler integration
  • Installer updates
  • Engine lobby integration with shared engine

Graphics and Visual Improvements

  • New visual systems and improvements include:
  • New explosion effects and customizable explosions
  • Inflatable rigid body explosion effects
  • Particle system improvements
  • New particle types
  • Random asteroid field generation
  • Starfield improvements and restored stars
  • Smoothed skyboxes
  • New rendering shapes and modes

Gameplay Systems

  • Highlights:
  • Weapons driven entirely by metadata
  • Weapon selection by asset key
  • Improved munition creation
  • Guided projectile fixes
  • Better collision handling
  • Improved hit detection
  • Attachment tick behavior improvements

Networking and Multiplayer Foundations

  • Session connectivity scaffolding
  • Lobby system scaffolding
  • Datagram communication work
  • Early multiplayer support (WIP)
  • Messaging system groundwork

Engine Infrastructure

  • Logging improvements
  • Engine configuration options
  • Monitor settings
  • Improved settings dialog
  • Installer improvements
  • Updated dependency libraries
  • Upgrade to .NET 10
  • Updated build scripts

Asset Pipeline Improvements

  • Asset compression improvements
  • Reintroduced compression to control asset growth
  • Asset byte read/write utilities
  • Asset schema cleanup
  • Removal of oversized asset check-ins
  • New asset packaging system
  • Improved loading progress reporting

Bug Fixes

  • Fixed guided projectile targeting
  • Fixed metadata picker issues
  • Fixed redundant image loading
  • Fixed window-to-render coordinate mapping
  • Fixed orientation event handling
  • Fixed starfield parallax
  • Fixed weapon classification issues
  • Fixed sprite orientation offsets
  • Fixed initial enemy angle handling
  • Fixed asset loading paths in debug mode
  • Fixed scaling issues

Miscellaneous Improvements

  • Additional improvements include:
  • New DM messenger system
  • Theming support (night-friendly editor)
  • Tree view improvements
  • Metadata system cleanup
  • Type guarding improvements
  • Namespace cleanup
  • Nullability improvements
  • Standardized naming conventions

Development Notes

This release represents a large internal restructuring of the engine to support:

Asset-driven design

  • Metadata-based gameplay systems
  • Improved performance
  • Expanded tooling
  • Future multiplayer support

Many systems remain actively under development, particularly:

  • Asset editor
  • Multiplayer networking
  • AI expansion
  • Property editing tools
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