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  • Default to ndll builds for desktop
  • Add winrpi for toolkit
  • Default to libAngle on windows
  • Ship acadnme binaries for windows/mac/linux
  • Work on Winrt target - thanks Carlos
  • Add Jsprime target
  • Add mini http-server for js testing
  • New combined .nme format for cppia and jsprime, no manifest file
  • Moved haxe,nme and ios directories into "src" directory
  • Reduced pre-compiled binaries to only windows32, mac64 and linux64
  • Added more internal pixel formats

6.0

5.7

  • Numerous other contributions - thanks everyone!
  • Added some polygon clipping options
  • More towards premultiplied alpha
  • Some more openfl compatibility
  • Fix tile sub-pixel offsets
  • Android immersive mode fixes
  • More native text options
  • Move towards toolkit builds
  • Optionally lock out multiplle instances of application
  • Add smaller and lower-res icons for windows
  • Fix issues with freeing sound buffers
  • Add ios watch support
  • ios default deployment set to "8.0". Can be overridden with the 'deployment' attribute in the ios tag.
  • Fix static linking flags

5.6

  • Added TextField onScroll event
  • Added clipboard code
  • More distinction between character(text) and raw key inputs
  • Some swflib compatibility changes
  • Make window creation size depend on reported screen DPI
  • Check haxe_ver to decide if static libraries are required
  • Work in 'file copy' command for new version of haxe
  • Some Windows64 fixes
  • Some fixed for SDL music
  • More immersive fullscreen more on android when supported
  • Integrate more with the android native keyboard
  • Start work on 'nme-toolkit' build
  • More hide-and-seek with ios font locations (thanks codeservice)
  • Updated bin location for El Capitan
  • Turn off BITCODE in nme projects by default
  • Correctly interpret ndll name in extension
  • Allow custom intp.plist blocks on ios. (eg, facebook integration)
  • Pause and resume the android rendering in response to system messages
  • Simplify frame timer logic by default
  • Allow multiple scroll steps per mouse wheel click Thanks Thomas
  • Fix texture lean when clearing HardwareData
  • Fix android colour format on some simulators

5.5

  • Separate static binaries for msvc 19
  • Speedups for the tile display list
  • BitmapData.dispose now fully clears resources
  • Fix font finding for ios 8.2+
  • Added android mouse wheel support (thanks codeservice)
  • Restore text event to allow non-keycode input (thanks codeservice)
  • Fixed for Bitmap.copyChannel bounds (thanks Thomas)
  • Allow custom iOS properties (thanks Thomas)
  • Allow selection of sound engine where appropriate - eg SDL vs openAl on mac, android vs Opensl
  • Added mp3 decoding for windows (post XP) and mac
  • Added AudioTest sample
  • Add Opensl sound backend for android
  • Refactor sound support to use common code between sound engines.
  • Respect the flash meaning of mouseEnabled, and add hitEnabled to ignore hit tests

  • Use async callback to fill ogg buffers (stops sound stutter in ios)

5.4

  • Add Cppia/Acadnme integration
  • Added some keyboard and scaling support to PiratePig
  • Added some remote shell capabilities, via "nme shell deploy=IPADDR"
  • Allow opting-out of 3x ios images
  • Added some function notation to substitution, eg build="{gitver:}" pulls in the repo number
  • Some android sound fixes (thanks Thomas)
  • Added "nocompile" target, wich runs haxe without compiling
  • Loads sounds and fonts from resources if required
  • Allow windows to use freetype fonts too
  • Add lime extension compatibility
  • Tag all classes with @:nativeProperty
  • Improve fat-line rendering
  • Fix ios-view
  • Fix TextField cursor

  • Use alternate serif font on Android 5
  • Fixed android-view linking with EGL
  • Fix alpha for non-transparent bitmaps
  • Better Flixel support

  • Separated from Lime project
  • Fixed sub-pixel offset for nearest mode
  • Added options for handling unhandled exceptions
  • Added bluetooth functions for android
  • Added lldb options for starting with debug
  • Some work on frame-rate control, including working at 0 frames-per-second
  • Better integraion with waxe
  • Some minor tesselation improvements
  • Added some missing implementations in OGLExport
  • Nme tool is now linked against gm2d, not svg
  • Reworked text rendering to use drawTiles - allows rotated font rendering
  • Added mingw support
  • Added ios8 + 64 bit suport
  • Float32Array/UInt16Array/Int32Array - meaning of third parameter has changed to match JS behaviour. Please check if this affects you.

  • Fixed font/texture bug
  • Add Camera API
  • Moved to haxenme repo 5.1

  • Allow embed on Bitmap, Font and Sound assets
  • Get samples working better
  • Impove the 'quick compile' options for nme
  • Start on factoring out stable header files (not complete yet)
  • OpengGl fixes - allow multiple attributes for uniformfv, uniformMatricfv and vertextAttribfv
  • Big internal change to pixel format, but nothing outwardly visible (hopefully) 5.0

  • Refactor assets so the mostly live outside the template code, and allow embed/not embed to mix
  • Fix CURL stall with https
  • Refactored IOS UIView code to allow separate application controller
  • Remove some android sensor messages on wrong thread - will need to fix later
  • Fixed pixel-accurate interpolation
  • Add some font-paths when searching ios
  • Revert android audio back to java-based.
  • Allow cross-compiling of linux from mac
  • Improved android refresh timing
  • Some initial support for premultiplied alpha
  • Drop support for asset 'libraries'
  • Refactor build tool to use inheritance
  • Only support opengles 2+ (shaders)
  • Drop support for ios < 5.1 (still support ipad1)
  • Default to the highest supported andoird API for 'target'
  • Added android x86 and emulator support
  • Build c++11 for IOS
  • Rationalized the directory structure for templates, with one main "haxe" directory each
  • Removed warnings from ios builds, and uded image catalogs
  • Fix some bugs in JNI
  • Re-wrote preloader to avoid templates if possible
  • Dynamically load libGL on linux in case it is not there
  • Use vertex-buffers for improved performance
  • Build against 'nme-state' library
  • Use common hxcpp builder code for multiple builds
  • Remove extensions until a good way is found
  • Add initial support for pre-emptive GC
  • Support static linking
  • Build-tool assumes 'test' command if possible
  • Re-integrate waxe
  • Add shader-based line anti-aliasing
  • Recover samples from context lost
  • Improve android timing loop
  • Some initial work on premultiplied alpha
  • Add androidview support
  • Add iosview support
  • Improve JNI class handling
  • Remove some android callbacks on wrong thread
  • Some work on weak references for asset caching
  • Add some StageVideo handlers
  • Add openfl compatibility support
  • Add cocktail support

5.0.0

  • Imported from nekonme