kc3-lang/SDL/WhatsNew.txt

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Log

Author Commit Date CI Message
d3d2aee7 2020-12-09 10:39:36 Fixed the name of the PS5 hint
a2098a47 2020-12-08 18:56:06 Updated SDL to 2.0.14 in preparation for release candidate
f00ddd0a 2020-03-02 11:39:44 Updated WhatsNew.txt with SDL 2.0.12 release notes
1ae61f10 2019-09-30 20:58:44 Added a helper function SDL_LockTextureToSurface() Similar to SDL_LockTexture(), except the locked area is exposed as a SDL surface.
972bdfb4 2019-07-01 09:05:15 Made it more explicit that 2.0.10 and newer are required for the SDL_RW* functions
60606dfb 2019-07-01 09:02:04 Documented that the SDL_RW* macros no longer exist, and you can't use an older SDL library if you build with SDL 2.0.10.
63506ae1 2019-06-18 08:35:31 Added a patch note about batched rendering
e89789bb 2019-06-18 07:55:30 Added patch notes for 2.0.10
05333a6e 2019-04-05 09:16:30 Android: add hint SDL_HINT_ANDROID_BLOCK_ON_PAUSE to set whether the event loop will block itself when the app is paused.
b470cd9b 2019-04-05 08:36:31 Android: default SDL_HINT_MOUSE_TOUCH_EVENTS to 1 as previous behaviour
6f732d4e 2019-04-04 20:24:22 Update WhatsNew.txt
458c60e6 2019-04-04 20:10:55 Update WhatsNew.txt
91da4963 2018-10-26 09:49:27 Added patch note for SDL_GameControllerGetPlayerIndex() and friends
88f9f030 2018-09-27 23:54:40 Added patch notes for SDL 2.0.9
a8ac5885 2018-03-07 13:30:40 Added SDL_GameControllerMappingForDeviceIndex() to get the mapping for a controller before it's opened
e9fc66a0 2018-03-01 08:26:10 Added patch note for Android Studio support
eac37666 2018-03-01 08:08:20 Added a patch note for OpenGL ES support on Mac
99683f7c 2018-02-26 08:39:25 Added patch note about the Vulkan Mac SDK
cbfee82d 2018-02-24 09:09:20 Moved Android patch note into the Android section
8e4afb55 2018-02-24 08:42:04 Added patch note for Ryan's work
5adc1b7d 2018-02-24 08:18:09 Updated documentation with API changes in SDL 2.0.8
baae74c8 2017-12-10 09:10:02 Added SDL_WinRTGetDeviceFamily() to find out what type of device your application is running on (thanks Daniel Knobe!)
2c5724ef 2017-11-04 21:58:48 Updated version to 2.0.8 since SDL_image depends on it
7a6cf53a 2017-10-20 10:45:38 Added SDL_AudioStreamFlush() to the list of new audio stream functions
80f8464d 2017-10-18 15:54:05 Added audio stream conversion functions: SDL_NewAudioStream SDL_AudioStreamPut SDL_AudioStreamGet SDL_AudioStreamAvailable SDL_AudioStreamClear SDL_FreeAudioStream
9c580e14 2017-10-12 13:44:28 Added functions to query and set the SDL memory allocation functions: SDL_GetMemoryFunctions() SDL_SetMemoryFunctions() SDL_GetNumAllocations()
0e495e83 2017-10-10 20:16:52 Updated WhatsNew.txt for 2.0.7 changes
c08a7a74 2017-09-15 17:27:32 Added a hint SDL_HINT_AUDIO_CATEGORY to control the audio category, determining whether the phone mute switch affects the audio
3261ca75 2017-09-04 23:10:12 Fixed typos in 2.0.6 patch notes
657ad72a 2017-09-04 21:16:28 Added some more big 2.0.6 changes
d75fea89 2017-09-04 20:48:01 Updated WhatsNew.txt for 2.0.6
4c9f3139 2016-10-12 18:57:12 Added note for David Carlier's work on OpenBSD
3b3dd9af 2016-10-11 23:56:52 Updated WhatsNew with 2.0.5 changes
4aae0290 2015-12-31 21:16:43 Updated some header comments and iOS documentation to better clarify high-dpi / retina support and screen-coordinate sizes versus pixel sizes.
fd9f06a0 2015-11-30 23:30:01 WinRT: noted Win10/UWP support in WhatsNew.txt (under 2.0.4)
2e525193 2015-11-25 21:31:02 Added SDL_HINT_VIDEO_X11_NET_WM_PING to WhatsNew.txt for 2.0.4.
e6ad29ae 2015-11-14 12:35:45 Added SDL_JoystickFromInstanceID() and SDL_GameControllerFromInstanceID().
ceb43129 2015-10-07 21:18:08 Added SDL_JoystickCurrentPowerLevel() to WhatsNew.txt for 2.0.4.
2bf6f1bc 2015-09-20 23:08:36 Added initial support for MFi game controllers on iOS.
cdfec382 2015-09-18 21:27:00 Added more entries to WhatsNew.txt for 2.0.4.
440d6cc0 2015-09-05 20:20:35 Added another entry to WhatsNew.txt for 2.0.4.
2d8c49fd 2015-08-05 21:03:31 Added more entries to WhatsNew.txt for 2.0.4.
0e45984f 2015-06-21 17:33:46 Fixed crash if initialization of EGL failed but was tried again later. The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly uninitialized data structure if loading the library first failed. A later try to use EGL then skipped initialization and assumed it was previously successful because the data structure now already existed. This led to at least one crash in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was dereferenced to make a call to eglBindAPI().
21935b03 2015-06-19 21:17:00 Added more entries and brackets to WhatsNew.txt for 2.0.4.
dd8c6477 2015-06-18 12:20:46 Updated WhatsNew.txt's 2.0.4 list to include a more detailed set of changes for iOS, and added a couple missing items to the OS X and Windows sections.
d29812d0 2015-06-16 20:28:21 Moved entry in WhatsNew.txt because it was already in 2.0.0 for Android and iOS.
8b737fa8 2015-06-13 13:19:31 Updated WhatsNew.txt for 2.0.4
b72938c8 2015-04-20 12:22:44 Windows: Always set the system timer resolution to 1ms by default. An existing hint lets apps that don't need the timer resolution changed avoid this, to save battery, etc, but this fixes several problems in timing, audio callbacks not firing fast enough, etc. Fixes Bugzilla #2944.
fe6c797c 2015-04-10 23:30:31 Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
b88ca1b4 2015-02-10 16:28:56 the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here. Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture. More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
b48e54aa 2015-01-26 22:00:29 Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation Jonas Kulla The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c. I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
70438be2 2014-12-03 10:55:23 WinRT: fixed bug whereby SDL would override an app's default orientation WinRT apps can set a default, preferred orientation via a .appxmanifest file. SDL was overriding this on app startup, and making the app use all possible orientations (landscape and portrait). Thanks to Eric Wing for the heads up on this!
9c398852 2014-11-22 22:20:40 Corrected header file documentation comment.
24c86b55 2014-09-11 19:24:42 [X11] Reconcile logical keyboard state with physical state on FocusIn since the window system doesn't do it for us like other platforms. This prevents sticky keys and missed keys when going in and out of focus, for example Alt would appear to stick if switching away from an SDL app with Alt-Tab and had to be pressed again. CR: Sam
1e352d79 2014-06-06 15:45:59 Chrome's Native Client backend implementation
3dcb451f 2014-04-09 21:29:19 Added a README file regarding WinRT support To note, this file is currently formatted with CRLF line endings, rather than LF, to allow the file to be viewed with Notepad.
1f92c9dc 2014-03-24 11:04:42 Emit SDL_RENDER_DEVICE_RESET on Android when the GLES context is recreated
adddf269 2014-03-15 16:43:58 Added a patch note for 2.0.3
c167d1f6 2014-03-09 10:38:30 Updated SDL to version 2.0.3
63106e47 2014-03-01 12:21:15 Changed SDL_HINT_ACCEL_AS_JOY to SDL_HINT_ACCELEROMETER_AS_JOYSTICK to be more clear.
2a67548a 2014-03-01 11:05:58 Updated with the latest 2.0.2 API changes
fc1c17cc 2014-02-15 23:57:38 Changed text in documentation.
853334af 2014-02-09 03:09:56 Updated SDL to version 2.0.2
ec1cb49e 2013-12-14 20:18:43 Wayland support Based on the original port to Wayland by: Joel Teichroeb, Benjamin Franzke, Scott Moreau, et al. Additional changes in this commit, done by me: * Wayland uses the common EGL framework * EGL can now create a desktop OpenGL context * testgl2 loads GL functions dynamically, no need to link to libGL anymore * Assorted fixes to the Wayland backend Tested on the Weston Compositor (v1.0.5) that ships with Ubuntu 13.10, running Weston under X. Tests ran: testrendercopyex (all backends), testgl2, testgles2,testintersections
bfcd28c1 2013-12-10 16:24:11 [Android] Hotplugging support for joysticks
d0d07dec 2013-12-02 19:51:48 Adding WhatsNew.txt changes ...before I forget them.
f848adff 2013-11-29 10:06:08 Improve Android pause/resume behavior.
0b7c69fe 2013-11-05 20:07:39 Adds Joystick support for Android This bumps the build SDK level to 12 (up from 10). Runtime requirements remain the same (at API level < 12 joystick support is disabled). Also enables building SDL for armv7 and x86.
6a71d992 2013-10-21 22:27:07 Added patch notes for 2.0.1
50da48ee 2013-10-21 02:38:23 We don't have API changes documented yet.
aa86e05d 2013-10-20 20:49:36 Fixed windows compile
dad42067 2013-08-12 11:13:50 Fixes #2022, do not resume on Android when surfaceChanged If the app is in landscape mode and the user presses the power button, a pause is followed immediately by a surfaceChanged event because the lock screen is shown in portrait mode. This triggers a "false" resume. So, we just pause and resume following the onWindowFocusChanged events. Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before blocking the event pump.
1ad936eb 2013-08-11 19:56:43 Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow() Rainer Deyke I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.