All:
- Improved: Detection of slim-armed skins (Thanks @Goodlyay)
- Improved: More ports are compiled at higher optimisation levels (e.g. Xbox/PSP/Vita/macOS/Linux/Windows/Android)
- Improved: Try to continue running when static VB allocation fails
- Improved: Split dynamic into dynamic and scratch VBs, saves a little bit of memory on some graphics backends
- Improved: Minorly optimise performance in SoftGPU graphics backend
- Improved: Launcher direct connect autofills mc:// from address field when user field is empty
- Fixed: Memory leak in launcher when extracting terrain.png for dirt/stone background (Thanks @CiroZDP)
- Fixed: Fallback font not drawing with very small chat font sizes
- Fixed: Classic map generator inaccuracies
- Fixed: Singleplayer liquid physics shouldn't flow into sprite blocks (Matches original classic)
- Fixed: Invalid server hashes in launcher (e.g. a URL) just silently erroring
- Fixed: Rare crash if graphics context was lost in middle of connecting to a server
- Fixed: Rare case where http SSL downloader got stuck in an infinite loop (Thanks @SpiralP)
- Fixed: Default implementation of SSL_Write (Thanks @fruhland)
- Fixed: SoftMin backend not freeing window framebuffer memory (Thanks @CiroZDP)
- Added: Export Commands_Unregister for plugins (Thanks @SpiralP)
Desktop/Mobile:
- Improved: With OpenGL backend, also log VRAM amount in /client gpuinfo if nvidia memory stats extension is available
- Fixed: FDs not being closed on exec on POSIX systems
Linux:
- Added: Flatpak CI (thanks @sungsphinx)
- Fixed: X11 build still passing along keypresses (e.g. ctrl+space) mapped to U+0000 (thanks @SpiralP)
- Fixed: X11 build not appearing in xlsclients
- Improved: Better compatibility on 32 bit Linux with pre glibc 2.11 versions
macOS:
- Improved: Make default 64 bit macos downloadable build universal
- Added: unfinished WIP metal renderer
Windows:
- Improved: Minorly optimised Direct3D 11 backend
- Improved: ARM compiled builds now have an icon
- Improved: Builds compiled via makefile now have an icon
- Improved: Add Open Watcom v2 compiler support (thanks @TimofeyLednev)
iOS:
- Fixed: Only playing first few seconds of music
- Added: unfinished WIP metal renderer
OpenBSD:
- Fixed: LibreSSL not working for fallback SSL certificate validation
Symbian:
- Improved: Use native text input dialog for on-screen input (Thanks @shinovon)
- Improved: Auto update keybinds on layout change (Thanks @shinovon)
- Improved: Set default music volume to 0 (Thanks @shinovon)
- Fixed: Multiple key press handling (Thanks @shinovon)
- Fixed: Main loop not halting after Process_Abort called (Thanks @shinovon)
WinCE:
- Improved: ARM build defaults to armv4t to support more devices (Thanks @TimofeyLednev)
- Improved: Window icon is partially displayed now
- Fixed: Couldn't go in-game on some devices (Thanks @TimofeyLednev)
GNU hurd:
- Added: Basic support (Thanks @NexusSfan)
Consoles:
- Improved: Minorly optimise framebuffer drawing on a few platforms
- Improved: More platforms include Commit SHA in crash logs
PSP:
- Added: Implemented fog
- Fixed: Mostly fixed clipping issues
- Improved: Follow circle/cross button preference
- Improved: Display network profile number on startup
- Improved: Auto fallover to next network profile if can't connect after 10 seconds
- Improved: Increased deadzone range
Vita:
- Added: Implemented fog
- Fixed: clouds now move
- Fixed: 3D anaglyph not working
- Improved: .vpk has app icon and app version
PS1:
- Added: Mouse support
- Improved: Slightly improve stability
PS2:
- Fixed: Splitscreen mode
- Fixed: Palette corruption when too many palettes were used
- Fixed: Texture corruption on hardware (hopefully)
- Improved: Slightly optimise clearing
PS3:
- Added: Implemented fog
- Improved: Slightly increase max texture size
PS4:
- Technically works with software rendering
XBOX:
- Added: Implemented fog
- Improved: Slightly increase max texture size
N64:
- Improved: Try to use palettised textures when possible
Wii U:
- Improved: Slightly increase max texture size
Saturn:
- Added: .bin build
- Fixed: Reading mouse/keyboard as controller input
Dreamcast:
- Fixed: Key releases not being detected sometimes
- Fixed: Up/down/left/right keyboard input being wrongly treated as character input
- Fixed: Debug log conflicting with network adapter if it's using serial port
- Fixed: Modem networking not working
- Improved: Slightly optimised by avoiding unnecessary clipping in most cases
Atari ST:
- Improved: Saved ~0.6 seconds per frame
GBA/32x:
- Improved: Somewhat optimised rendering
GBA:
- Improved: Renderer performance slightly by using faster memory region (thanks @Kuratius)