FIX: [TRANSCC] With the GLFW target and MingW, you can build 32bit again. (Author: MikeHart) FIX: [TRANSCC] Fixed copying sub directories with the INCLUDE statement. (Author: MikeHart)FIX: [TRANSCC] Fixed TRANSCC to change canvas sizes, title, scale mode and canvas flag every time you build your app. (Author: MikeHart)FIX: [TRANSCC] Added check for space chars in source filename to avoid weird errors regarding global vars. (Author: Phil7) FIX: [rebuild script] Changed minimum version on OSX for building TRANS via the rebuildall script. (Author: dawlane) FIX: [HTTPREQUEST] Fixed some flaws in the glfw target. (Author: Github user NEOJAW) FIX: [MOJO2] fix in image.loadframes. (Author: Rich) FIX: [DOCS] FIXED example in httprequest.cerberusdoc (Author: Holzchopf)FIX: [MOJO/MOJO2] Fixed apps don't scale right on retina displays. (Author: Phil7)MOD: [TRANSCC] With the GLFW target, resource files are now compiled everytime, so a change will be always taken in. (Author: MikeHart)MOD: [MOJO/MOJO2] Font.TextHeight will return the actual height of the string now if one is given. (Author: MikeHart)MOD: [brl.filesystem] CreateDir now creates paths automatically, that includes more than one sub directory. (Author: MikeHart)MOD: [MOJO/MOJO2] Removed an extra call to retrieve the window size on GLFW BeginRender. Only the size of the framebuffer is relevant now. (Author: MikeHart)MOD: [MAKEDOCS] CHANGED makedocs now resolves links for json output (Author: Holzchopf)MOD: [IOS] Changed using a launch image to a launch screen storyboard so you get the full resolution on all IOS devices. (Author: Phil7)MOD: [IOS] Changed minimum IOS version to 9.0. (Author: Phil7)MOD: [DESKTOP] Updated GLFW to version 3.3.2 (Author: MikeHart)NEW: [TRANSCC] New config setting #GLFW_COPY_LIBS_32 to copy 32bit DLLs into the GCC build. (Author: MikeHart)NEW: [TRANSCC] Added TARGETPATH option to specify more target directories. (Author: MikeHart)NEW: [TRANSCC] Added custom targets with cxbuild.txt script. (Author: MikeHart)NEW: [TARGETS] AGK Android (Google). (Author: MikeHart)NEW: [examples] mojo2/2Din3D. (Author: MikeHart) NEW: [examples] mojo2/asyncimageloading. (Author: MikeHart)NEW: [HTML5] Added mousewheel event on the html5 target - MouseZ() works now. (Author: Github user NEOJAW) NEW: [MAKEDOCS] Added export of decls.json to makedocs. (Author: Holzchopf)NEW: [MAKEDOCS] Added index entry decls CHANGED json builder now transforms markdown (Author: Holzchopf)NEW: [MOJO] Added DrawTextBox:Void( textLines:String[],x:Float,y:Float,width:Float,height:Float,xhandle:Float=0.0,yhandle:Float=0.0 ) (Author: MikeHart)NEW: [MOJO2] Added DrawList.DrawTextBox:Void( textLines:String[],x:Float,y:Float,width:Float,height:Float,xhandle:Float=0.0,yhandle:Float=0.0 ) (Author: MikeHart)NEW: [MOJO/MOJO2] Added #GLFW_HIGH_DPI_ENABLED=1 constant, so GLFW apps can use the full high DPI resolution. (Author: Phil7)NEW: [Modules] Added the new brl.timer module. (Author: MikeHart)
Thanks Steve, the others and myself had put some hours into this.
Means Metal for IOS and maybe MacOS. Hopefully I don't have to eat my own words here. But at one point, OpenGL(ES) won't be an option on the Apple platforms anymore. Then there is also making our code editor run on Apple Silicon.So quite some work is already scheduled.
Can also confirm that the latest version works on macOS Big Sur too \o/
Yup, I had upgraded on the 13th too. Runs a little bit faster than Catalina on my 2014ish Mac Mini.
Keeping our 6 months schedule, here is a new release of Cerberus X.