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