Keeping our 6 months schedule, here is a new release of Cerberus X.
https://whiteskygames.itch.io/cerberus-x/devlog/196131/cerberus-x-v2020-11-15-released
Change log:
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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)
Have fun!
Michael
Good work Mike.
Thanks Steve, the others and myself had put some hours into this.
For the next version we have Android Bundles and the depreciated libraries on the mobile targets on the list. Means Metal for IOS and maybe MacOS. Hopefully I don't have to eat my own words here. ;D 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. :)
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Thanks Steve, the others and myself had put some hours into this.
It's a very time consuming project. ;)
Great work & really good to see it's improving :)
Quote from: MikeHart on November 15, 2020, 17:55:48
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. :)
Wow! that sounds like a lot of work :o - Will be very interesting to see ;D
Can also confirm that the latest version works on macOS Big Sur too \o/
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Can also confirm that the latest version works on macOS Big Sur too \o/
You early adopter you!! ;)
Lol well it wasn't that long ago since I upgraded to Catalina so I thought I'd blank the lot and reload with an update that's a bigger change ;D - Hopefully I'll get a good few years out of it before it needs a full reload again ( 10 years of cloning on the old MacOS ).
lol I think I'll stick with Catalina until the new ARM Macs are out.
Quote from: Qube on November 15, 2020, 18:27:47
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. But this machine needs an SSD desperately.
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Yup, I had upgraded on the 13th too. Runs a little bit faster than Catalina on my 2014ish Mac Mini.
Interesting. Thanks for that info Mike, I joined the Big Sur Club too btw.
Quote from: MikeHart on November 15, 2020, 16:17:49
Keeping our 6 months schedule, here is a new release of Cerberus X.
Wow. You are a very hardworking software developer.
Hmm Hot Corners now doesn't start a Screen Saver Slideshow using Big Sur.
Changing security options so now at least it doesn't lock me out and ask for a password - still not starting slideshow though (just shows first photo even without using Hot Corners).
You need to enable them:
settings > desktop & screen saver > Hot Corners :)
Yes I know, they worked fine in Catalina, Screensaver no longer works in Big Sur ffs - hot corners or not.