github ClassiCube/ClassiCube 1.3.9
Release 1.3.9

4 hours ago

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:

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)

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