# Nerd_STF v2.3.0 This update adds lots of linear algebra tools, like matrixes and vectors, as well as new number systems, like complex numbers and quaternions. ``` * Nerd_STF + Extensions + ConversionExtension + Container2DExtension + ToFillExtension + Foreach + IGroup2D + Modifier + Modifier2D * IGroup + ToFill() * Exceptions + InvalidSizeException + NoInverseException * Graphics * CMYKA + ToFill() + static Round(CMYKA) = Replaced a false statement with `base.Equals(object?)` in `override bool Equals(object?)` * CMYKAByte + ToFill() = Replaced a false statement with `base.Equals(object?)` in `override bool Equals(object?)` * HSVA + ToFill() + static Round(HSVA, Angle.Type) = Replaced a false statement with `base.Equals(object?)` in `override bool Equals(object?)` * HSVAByte + ToFill() = Replaced a false statement with `base.Equals(object?)` in `override bool Equals(object?)` * Image = Replaced a false statement with `base.Equals(object?)` in `override bool Equals(object?)` * Material = Replaced a false statement with `base.Equals(object?)` in `override bool Equals(object?)` = Merged 2 if statements into 1 in `override bool Equals(object?)` * RGBA + ToFill() + ToVector() + static Round(RGBA) = Replaced a false statement with `base.Equals(object?)` in `override bool Equals(object?)` * RGBAByte + ToFill() + ToVector() = Replaced a false statement with `base.Equals(object?)` in `override bool Equals(object?)` * Mathematics + Algebra + IMatrix + Matrix2x2 + Matrix3x3 + Matrix4x4 + Vector2d + Vector3d + NumberSystems + Complex + Quaternion + Samples + Equations + ScaleType = Moved `Constants` file to Samples folder. * Geometry * Box2D = Replaced a false statement with `base.Equals(object?)` in `override bool Equals(object?)` * Box3D = Replaced a false statement with `base.Equals(object?)` in `override bool Equals(object?)` * Line + ToFill() = Replaced a false statement with `base.Equals(object?)` in `override bool Equals(object?)` * Polygon + ToFill() = Replaced a false statement with `base.Equals(object?)` in `override bool Equals(object?)` * Quadrilateral + ToFill() = Replaced a false statement with `base.Equals(object?)` in `override bool Equals(object?)` * Sphere = Replaced a false statement with `base.Equals(object?)` in `override bool Equals(object?)` * Triangle + ToFill() = Replaced a false statement with `base.Equals(object?)` in `override bool Equals(object?)` * Vert + ToFill() + ToVector() = Made `Vert(Float2)` not recreate a float group, and instead use itself. = Replaced a false statement with `base.Equals(object?)` in `override bool Equals(object?)` * Angle + static Down + static Left + static Right + static Up + static Round(Angle, Type) = Replaced a false statement with `base.Equals(object?)` in `override bool Equals(object?)` * Float2 + ToFill() + ToVector() + static Round(Float2) + implicit operator Float2(Complex) + explicit operator Float2(Quaternion) + explicit operator Float2(Matrix) + operator *(Float2, Matrix) + operator /(Float2, Matrix) = Made `Normalized` multiply by the inverse square root instead of dividing by the square root. = Replaced a false statement with `base.Equals(object?)` in `override bool Equals(object?)` * Float3 + ToFill() + ToVector() + static Round(Float3) + implicit operator Float3(Complex) + explicit operator Float3(Quaternion) + explicit operator Float3(Matrix) + operator *(Float3, Matrix) + operator /(Float3, Matrix) = Made `Normalized` multiply by the inverse square root instead of dividing by the square root. = Replaced a false statement with `base.Equals(object?)` in `override bool Equals(object?)` * Float4 + ToFill() + static Round(Float4) + implicit operator Float4(Complex) + implicit operator Float4(Quaternion) + explicit operator Float4(Matrix) + operator *(Float4, Matrix) + operator /(Float4, Matrix) = Made `Normalized` multiply by the inverse square root instead of dividing by the square root. = Replaced a false statement with `base.Equals(object?)` in `override bool Equals(object?)` = Renamed `Float4.Deep` to `Float4.Near` * Int2 + ToFill() + explicit operator Int2(Complex) + explicit operator Int2(Quaternion) + explicit operator Int2(Matrix) + operator *(Int2, Matrix) + operator /(Int2, Matrix) = Made `Normalized` multiply by the inverse square root instead of dividing by the square root. = Replaced a false statement with `base.Equals(object?)` in `override bool Equals(object?)` * Int3 + ToFill() + explicit operator Int3(Complex) + explicit operator Int3(Quaternion) + explicit operator Int3(Matrix) + operator *(Int3, Matrix) + operator /(Int3, Matrix) = Made `Normalized` multiply by the inverse square root instead of dividing by the square root. = Replaced a false statement with `base.Equals(object?)` in `override bool Equals(object?)` * Int4 + explicit operator Int4(Complex) + explicit operator Int4(Quaternion) + explicit operator Int4(Matrix) + operator *(Int4, Matrix) + operator /(Int4, Matrix) = Made `Normalized` multiply by the inverse square root instead of dividing by the square root. = Replaced a false statement with `base.Equals(object?)` in `override bool Equals(object?)` * Mathf + Cos(Angle) + Cot(Angle) + Csc(Angle) + Dot(float[], float[]) + Dot(float[][]) + Max(T[]) where T : IComparable + Median(T[]) + Min(T[]) where T : IComparable + Sec(Angle) + Sin(Angle) + Tan(Angle) * Miscellaneous * GlobalUsings.cs + global using Nerd_STF.Collections + global using Nerd_STF.Extensions + global using Nerd_STF.Mathematics.Algebra + global using Nerd_STF.Mathematics.NumberSystems + global using Nerd_STF.Mathematics.Samples ```