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Tags: britzl/defold-orthographic

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3.4.1

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fix: check for GO existence before sending message (#80)

The camera was calling `msg.post(sender, MSG_SHAKE_COMPLETED) without
checking if sender is still present at that point. Since this is a
callback, the shake can end at a point in time where the sender is no
longer alive.

Sample error produced when this happens below :
`ERROR:GAMEOBJECT: Instance '/instance80' could not be found when
dispatching message 'shake_completed' sent from game:/camera#script`

Co-authored-by: berru <berru@riseup.net>

3.4.0

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Removed set_window_scaling_factor from docs

3.3.2

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Updated camera.lua (#73)

Sorted a issue where it used DISPLAY_WIDTH instead of DISPLAY_HEIGHT for vertical camera shaking

Co-authored-by: Mobjunk <34821598+Mobjunk@users.noreply.github.com>

3.3.1

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Check window width and height in render script

Fixes #68

3.3.0

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Add world_to_window function (#64)

3.2.1

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Set stencil mask

3.2.0

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Implement frustum culling (#54)

Not sure this fits your style @britzl but I figured I'd at least get the ball rolling. I assume passing frustum to a project <1.3.1 just has no effect?

3.1.5

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Make sure to keep follow lerp within 0 and 1

Fixes #51

3.1.4

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Use viewport width and height in projection calcs (#52)

3.1.3

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Clip node clips the profiler if we don't disable stencil test. So dis…

…abled it after drawing gui. (#48)