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@flibitijibibo flibitijibibo released this Aug 1, 2020 · 1 commit to master since this release

New Features:

Removed Features:

  • dllmaps for iOS/tvOS have been removed, due to the upcoming macOS ARM release
    • See the wiki for more information about the replacement

Fixes:

  • Remove dead code in ModelReader, should mildly improve load performance

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@flibitijibibo flibitijibibo released this Jul 1, 2020 · 8 commits to master since this release

New Features:

Fixes:

  • Typo fix in ProfileCapabilities
  • Add a lock to the DynamicSoundEffectInstance list in FrameworkDispatcher
  • UTF8: Fix a potential buffer overread when passing null managed strings to native code

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@flibitijibibo flibitijibibo released this Jun 1, 2020 · 13 commits to master since this release

New Features:

  • Added ProfileCapabilities, a secret internal XNA class that doesn't really do anything!
  • Update to FAudio 20.06

Fixes:

  • UTF8 marshaling no longer allocates managed memory, dramatically improving P/Invoke performance
  • SpriteBatch: CheckBegin is now done in release builds, not just debug builds
  • SoundEffectInstance: Add ObjectDisposedException to Pan/Apply3D
  • XACT: Reduce garbage generation from IntPtr comparisons
  • EffectMaterialReader: Fixed missing int[] parameter reading

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@flibitijibibo flibitijibibo released this May 1, 2020 · 24 commits to master since this release

New Features:

  • VideoPlayer: YUV 4:2:2 and 4:4:4 formats are now supported!
  • Update to FAudio 20.05

Fixes:

  • MouseState: ToString now prints the full state in detail
  • MetalDevice: Don't use Depth16 as a fallback for Depth24
  • OpenGLDevice: Add fallback for windows with D32S8 depth formats
  • EffectPass: Applying a pass not in the CurrentTechnique now throws InvalidOperation
  • VideoPlayer: YUV->RGB conversion now follows ITU-R BT.709 instead of ITU-R BT.601

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@flibitijibibo flibitijibibo released this Apr 1, 2020 · 37 commits to master since this release

New Features

  • Update to SDL 2.0.12
  • Update to FAudio 20.04

Fixes:

  • Eliminate garbage generation from GamePadState structures
  • GraphicsDevice constructor now explicitly sets swap interval for all GLDevices
  • OpenGLDevice: Fix a bogus ColorMask in Clear that was swapping G and B
  • Effect:
    • Unhandled render/sampler state changes are now printed with the Exception
    • Add a no-op case for the mysterious "178" render state

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@flibitijibibo flibitijibibo released this Mar 1, 2020 · 53 commits to master since this release

New Features

  • FNA now checks for an FNA.Settings.props file next to the solution file. This makes it possible to use Build Options without modifying the FNA source code.
  • MetalDevice now runs with the validation layer enabled in Debug builds
  • Update to FAudio 20.03

Fixes:

  • Even moar accuracy fixes for IGraphicsDeviceManager/Service initialization
  • MetalDevice: Create the backbuffer on device creation, not at the first reset
  • Allow .NET 4.0 projects to reference FNA.Core (for real this time)
  • Fix dllmaps on OpenBSD

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@flibitijibibo flibitijibibo released this Feb 1, 2020 · 63 commits to master since this release

New Features

  • FNA now supports the Metal graphics API on Apple devices
    • OpenGL is still the default, pass /gldevice:MetalDevice to use Metal instead
  • Update to FAudio 20.02

Fixes:

  • Texture2D.FromStream now uses native memory for pixel data allocation, improving GC performance
  • GLDevices now use SDL_memcpy instead of memcpy, improving runtime compatibility
  • Numerous accuracy fixes for IGraphicsDeviceManager/Service initialization
  • The max vertex attrib index is now 16, per the SM3 spec (for real this time)
  • MouseState's internal memory layout now matches XNA
  • Fix resuming a fully stopped SoundEffectInstance
  • Significant optimizations for PipelineCache
  • Fix crash on RenderTargetCube disposal

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@flibitijibibo flibitijibibo released this Jan 1, 2020 · 88 commits to master since this release

New Features

  • LaunchParameters is now implemented!
  • Add multiple built-in command line arguments to improve user accessibility
    • The arguments are documented on the FNA wiki and PCGamingWiki
  • SpriteBatch: Add a dedicated path for GLDevices with NoOverwrite support
    • Currently, this is only supported by ModernGLDevice
  • Add support for an experimental SPIR-V MojoShader backend
    • To use, either force the glspirv MojoShader profile or force Core Profile
  • ModernGLDevice: Dynamic vertex/index buffers are now persistently-mapped
  • Add FNA_SDL2_FORCE_BASE_PATH environment variable
  • Update to FAudio 20.01

Removed Features:

  • Pre-built 32-bit Linux binaries are no longer provided
    • MonoKickstart and fnalibs are still 32-bit compatible, for users that want to self-compile

Fixes:

  • Game: Use IGraphicsDeviceManager for BeginDraw/EndDraw
  • VideoPlayer: Prevent ObjectDisposedExceptions in GL state resets
  • DynamicSoundEffectInstance: Fix possible race conditions when queuing buffers on a thread
  • Various accuracy fixes for GraphicsResource disposal, particularly for Effects

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@flibitijibibo flibitijibibo released this Dec 1, 2019 · 114 commits to master since this release

Fixes:

  • Work around an OpenGL spec violation in macOS Intel drivers when using PointListEXT

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Assets 3

@flibitijibibo flibitijibibo released this Dec 1, 2019 · 116 commits to master since this release

New Features:

Modified Features:

  • FNA_OPENGL_BACKBUFFER_SCALE_NEAREST has been renamed to FNA_GRAPHICS_BACKBUFFER_SCALE_NEAREST
  • Amended PointListEXT specification to clarify that point sprites are always enabled

Fixes:

  • A bunch of harmless changes to accommodate the upcoming MetalDevice
  • Fix older Visual Studios not copying FNA.dll.config to output folders
  • OpenGLDevice:
    • For ES3, avoid glTexEnvi completely
    • Work around ANGLE D3D11 exposing stubbed functions for OES_draw_elements_base_vertex

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Assets 3
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