mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-18 18:06:56 +01:00
41 lines
1.5 KiB
Markdown
41 lines
1.5 KiB
Markdown
|
Release Notes
|
||
|
=============
|
||
|
|
||
|
## FRT 1.1.0
|
||
|
|
||
|
The code itself is unchanged compared to FRT 1.0.0. However:
|
||
|
|
||
|
- Backported cross compilation support from the 2.0 branch.
|
||
|
|
||
|
- New architecture tags (arm32v6, arm32v7 and arm64v8) replace the old
|
||
|
ones (pi1, pi2 and arm64).
|
||
|
|
||
|
- The official binaries are now compiled on buster instead of jessie.
|
||
|
For Godot 2, clang is used, and for Godot 3, gcc is used. arm32v6
|
||
|
builds are compiled on an arm device (Pi 3B+), and arm32v7/arm64v8
|
||
|
builds are cross-compiled using a docker container on a PC.
|
||
|
See efornara/crossbuild.
|
||
|
|
||
|
## FRT 1.0.0
|
||
|
|
||
|
- Released additional binaries that link against pulseaudio. Godot 3.3 is
|
||
|
able to dynamically load alsa or pulseaudio, so a single binary without
|
||
|
hard dependencies on either is provided starting with Godot 3.3.
|
||
|
|
||
|
- Not really about FRT, but the way Godot 3.3 allocates the shadow buffer
|
||
|
has changed, and might cause problems on some low-end devices.
|
||
|
If you are developing a 2D game, make sure to state your intent by
|
||
|
setting Framebuffer Allocation to 2D in the Project Settings (Rendering /
|
||
|
Quality / Intended Usage) and, if you use Viewports, by setting Usage
|
||
|
to 2D in the their properties (Rendering).
|
||
|
|
||
|
- Added the `FRT_X11_UNDECORATED` environment variable, to work around the
|
||
|
lack of fullscreen support in the x11 module.
|
||
|
|
||
|
- Added the `exit_on_shiftenter` parameter, to provide a universal way to
|
||
|
terminate the process that matches the default key configuration in
|
||
|
RetroPie.
|
||
|
|
||
|
- Fixed a Physics initialization bug.
|
||
|
|