1.5 KiB
Release Notes
FRT 1.1.0
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 ones (pi1, pi2 and arm64).
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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
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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.
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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).
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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.