AdamsLair.Duality 2.10.0

There is a newer version of this package available.
See the version list below for details.
dotnet add package AdamsLair.Duality --version 2.10.0
NuGet\Install-Package AdamsLair.Duality -Version 2.10.0
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="AdamsLair.Duality" Version="2.10.0" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add AdamsLair.Duality --version 2.10.0
#r "nuget: AdamsLair.Duality, 2.10.0"
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install AdamsLair.Duality as a Cake Addin
#addin nuget:?package=AdamsLair.Duality&version=2.10.0

// Install AdamsLair.Duality as a Cake Tool
#tool nuget:?package=AdamsLair.Duality&version=2.10.0

The Duality engine core.

Product Compatible and additional computed target framework versions.
.NET Framework net is compatible. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages (51)

Showing the top 5 NuGet packages that depend on AdamsLair.Duality:

Package Downloads
AdamsLair.Duality.Editor

The Duality editor.

AdamsLair.Duality.Editor.Plugins.CamView

A basic Camera View editor module.

Singularity.Duality.core

Plugin that adds a ioc container to duality

AdamsLair.Duality.Editor.Plugins.Base

Provides basic infrastructure for the Duality editor, such as PropertyEditors and Importers.

AdamsLair.Duality.Editor.Plugins.PackageManagerFrontend

A user interface for conveniently managing Duality packages.

GitHub repositories (1)

Showing the top 1 popular GitHub repositories that depend on AdamsLair.Duality:

Repository Stars
AdamsLair/duality
a 2D Game Development Framework
Version Downloads Last updated
4.0.0-alpha2 2,694 6/12/2020
4.0.0-alpha1 2,523 6/12/2020
4.0.0-alpha0 2,486 6/12/2020
3.2.2 5,355 5/16/2020
3.2.1 2,011 4/20/2020
3.2.0 3,519 10/11/2019
3.1.6 1,545 10/6/2019
3.1.5 8,211 10/4/2019
3.1.4 7,225 10/4/2019
3.1.3 12,208 7/28/2019
3.1.2 2,276 6/30/2019
3.1.1 1,372 6/4/2019
3.1.0 1,630 5/30/2019
3.0.4 2,507 5/25/2019
3.0.3 7,810 5/4/2019
3.0.2 2,431 2/24/2019
3.0.1 1,379 2/24/2019
3.0.0 21,268 12/7/2018
2.14.9 7,307 5/31/2018
2.14.8 10,350 1/27/2018
2.14.6 4,620 1/19/2018
2.14.5 1,611 1/17/2018
2.14.4 2,396 1/14/2018
2.14.3 2,328 1/13/2018
2.14.2 6,117 1/6/2018
2.14.1 1,626 1/6/2018
2.14.0 9,065 10/6/2017
2.13.3 4,061 8/30/2017
2.13.2 1,499 8/30/2017
2.13.1 1,598 8/22/2017
2.13.0 2,426 8/22/2017
2.12.15 1,559 8/19/2017
2.12.14 1,539 8/19/2017
2.12.13 1,702 8/5/2017
2.12.12 1,490 8/5/2017
2.12.11 1,732 7/24/2017
2.12.10 1,605 7/23/2017
2.12.9 3,043 6/20/2017
2.12.8 1,862 6/17/2017
2.12.7 2,341 6/11/2017
2.12.6 1,698 6/4/2017
2.12.5 2,086 6/4/2017
2.12.4 2,389 5/25/2017
2.12.3 2,321 5/25/2017
2.12.2 2,118 5/11/2017
2.12.1 2,190 5/9/2017
2.12.0 2,346 5/3/2017
2.11.4 2,407 4/23/2017
2.11.3 1,920 4/22/2017
2.11.2 2,328 4/15/2017
2.11.1 2,518 4/15/2017
2.11.0 2,477 4/14/2017
2.10.1 5,087 4/6/2017
2.10.0 2,378 3/25/2017
2.9.10 1,656 3/18/2017
2.9.9 2,558 3/10/2017
2.9.8 2,766 2/19/2017
2.9.7 2,345 2/15/2017
2.9.6 2,115 2/12/2017
2.9.5 13,639 2/4/2017
2.9.4 3,451 1/25/2017
2.9.3 2,499 1/9/2017
2.9.2 1,652 1/6/2017
2.9.1 1,877 1/5/2017
2.9.0 3,168 12/26/2016
2.8.5 2,089 12/22/2016
2.8.4 3,182 12/10/2016
2.8.3 13,883 11/13/2016
2.8.2 3,558 10/24/2016
2.8.1 2,135 10/20/2016
2.8.0 2,518 10/16/2016
2.7.12 3,314 10/1/2016
2.7.11 1,676 9/27/2016
2.7.10 2,567 9/25/2016
2.7.9 2,215 9/17/2016
2.7.8 2,231 9/16/2016
2.7.7 2,668 9/14/2016
2.7.6 1,602 9/14/2016
2.7.5 1,774 9/2/2016
2.7.4 4,274 8/27/2016
2.7.3 5,043 7/17/2016
2.7.2 1,881 7/16/2016
2.7.1 2,162 7/4/2016
2.7.0 4,519 7/2/2016
2.6.4 2,652 6/29/2016
2.6.3 2,570 6/29/2016
2.6.2 1,960 6/20/2016
2.6.1 2,728 6/17/2016
2.6.0 2,367 6/16/2016
2.5.1 1,787 6/7/2016
2.5.0 1,788 6/7/2016
2.4.0 4,306 5/16/2016
2.3.2 3,793 4/19/2016
2.3.1 2,843 4/1/2016
2.3.0 3,088 3/19/2016
2.2.3 3,886 2/29/2016
2.2.2 2,793 2/18/2016
2.2.1 3,000 2/7/2016
2.2.0 6,323 1/16/2016
2.1.6 2,523 12/5/2015
2.1.5 2,167 11/28/2015
2.1.4 2,090 11/19/2015
2.1.3 2,227 11/14/2015
2.1.2 2,488 11/10/2015
2.1.1 4,868 11/6/2015
2.1.0 2,866 11/6/2015
2.0.5 2,512 11/6/2015
2.0.4 5,220 11/1/2015
2.0.3 2,376 10/31/2015
2.0.2 2,988 10/26/2015
2.0.1 1,703 10/23/2015
2.0.0 16,145 10/19/2015
1.6.4 7,137 3/28/2015
1.6.3 2,053 3/26/2015
1.6.2 2,186 3/12/2015
1.6.1 1,805 3/12/2015
1.6.0 5,055 2/28/2015
1.5.9 2,295 2/24/2015
1.5.8 2,100 2/21/2015
1.5.7 2,282 2/16/2015
1.5.6 2,155 2/16/2015
1.5.5 1,918 2/10/2015
1.5.4 3,465 2/1/2015
1.5.3 6,375 1/16/2015
1.5.0 3,953 1/17/2015
1.3.2 8,588 12/4/2014
1.3.1 2,595 11/29/2014
1.3.0 7,934 11/3/2014
1.2.5 2,103 10/5/2014
1.2.4 1,841 10/5/2014
1.2.3 1,852 10/3/2014
1.2.2 1,862 9/30/2014
1.2.1 1,865 9/30/2014
1.2.0 4,962 9/30/2014
1.1.0 2,227 8/22/2014
1.0.2 1,895 8/18/2014
1.0.1 6,398 8/18/2014
1.0.0 4,602 7/25/2014

Component Exec Order Algorithm, Micro-Opt GatherInitComponents, ComponentExecutionOrder Cleanup
#ADD: Implemented a first draft of the algorithm that determines global component execution order based on per-component local constraints that are provided via attribute.
#CHANGE: Micro-optimized the GatherInitComponents method (for vs. foreach).
#CHANGE: Simplified the ComponentExecutionOrder class a bit and optimized to reduce sort order rebuilds to a minimum.
#CHANGE: Added a fast-path for the special case of de/activating a flat GameObject individually that exploits the fact that components are already sorted per-object.
#ADD: Added more unit tests to check specifically for both flat and deep GameObject cases, so no special case code path is missed.
#REMOVE: Removed internal OnActivate / OnDeactivate methods in favor of specialized inline code to be optimized further.
#CHANGE: Editor objects are now applying deterministic execution order to added and removed GameObject trees.
#ADD: Added an execution order attribute and execution relation enum.
#CHANGE: When adding or removing GameObject trees to / from the currently active Scene, Components are now initialized and shut down using the deterministic execution order.
#ADD: Added multi-GameObject add / remove events to GameObjectManager and Scene.
#CHANGE: Flagged the old single-GameObject add / remove events as obsolete.
#REMOVE: Removed some internal GameObject methods that were no longer used after recent init order changes.
#CHANGE: When activating or deactivating GameObjects individually, their Components and their child object's Components are now initialized and shut down in deterministic order.
#CHANGE: GameObjects now enforce proper Component order after being loaded as part of a Scene or Prefab.
#FIX: Fixed GameObject component and child iteration methods to work reliably in all cases of modifying their underlying collection at the cost of internal data copying.
#CHANGE: When adding new Components to a GameObject, they are now inserted into the proper position in the objects internal list.
#CHANGE: GameObject IterateComponents now performs forward iteration on the internal list to reflect Component execution order.
#ADD: Added some more tests regarding Component execution order when loading Scenes or Prefabs with potentially unsorted internal GameObject lists.