- 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
- 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
- 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
- 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)
- 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
- Imported from nekonme