# Changelog
## [0.1.41] - 2026-04-6
### Added
- Added gltf models import, already with Materials, Textures and everything that needed
## [0.1.4] - 2026-04-5
### Added
- Better code, now no warnings( before was like 60 )
- Added new very heavy fragment shader with noise and other things
- Culling toggle on 'C'
### Fixed
- Culling is working well and give insane performance boost on big scenes where fragment/vertex shader is heavy. But it uses object center, so some object might disappear earlier as needed. I will fix it in next patch
## [0.1.32] - 2026-04-5
### Added
- Added culling( when mesh is not in view => dont render ), but its beta, so its working bad
## [0.1.31] - 2026-04-4
### Added
- Just made code cleaner and only fixed some problems in shaders
### Fixed
- Grid collision shader
## [0.1.3] - 2026-04-3
### Added
- Optimizing physic shaders and fragment shaders render. Collision check was **O(n²)**, now it splitted on grid, so its **O(n*k) + O(n*j)** where k is objects count in cell and j is big objects count.
- adding more physic settings like **_friction_**, **_gravity direction_** and **_bounciness_**.
### Fixed
- Object collapse on stacking.
## [0.1.1] - 2026-04-1
### Added
- Collision types as enum (Sphere, Box).
- Optional apply one physic/visual shader for all object on scene
### Fixed
- Better performance( main loop refactoring )
## [0.1.0] - 2026-03-31
### Added
- Initial release!
- Different fragment shader support.
- Different physic shader support.
- Physics engine with per-object collision types (Box/Sphere).
- Same speed as pure Vulkano+winit