Releases: edwardgushchin/SDL3-CS
Releases · edwardgushchin/SDL3-CS
SDL3-CS 3.4.10.2
Immutable
release. Only release title and notes can be modified.
SDL3-CS 3.4.10.2
Stable SDL3-CS bugfix release for SDL 3.4.10.
This release publishes the managed SDL3-CS wrapper and platform-specific native NuGet packages for Windows, Linux, macOS, Android, iOS, and tvOS. Native packages use SDL3-CS.<Platform> and SDL3-CS.<Platform>.<Addon> package IDs.
Package Versions
| Package family | Version |
|---|---|
SDL3-CS |
3.4.10.2 |
SDL3-CS.<Platform> |
3.4.10.2 |
SDL3-CS.<Platform>.Image |
3.4.4.2 |
SDL3-CS.<Platform>.Mixer |
3.2.4.2 |
SDL3-CS.<Platform>.TTF |
3.2.2.2 |
SDL3-CS.<Platform>.Shadercross |
3.0.0.2 |
Changes
- Removed the incorrect
SDL.GetGamepadSensorData(..., out float[] data, int numValues)overload. SDL writes sensor data into a caller-providedfloat *databuffer and does not allocate a managed array. - Kept
SDL.GetGamepadSensorData(IntPtr gamepad, SDL.SensorType type, Span<float> data, int numValues)as the safe public buffer API. The method validatesnumValues, pins the span internally, and does not require callers to use an unsafe context. - Added regression tests for the removed
out float[]binding, span buffer forwarding, invalidnumValuesvalidation, and safe consumer compilation withoutAllowUnsafeBlocks.
SDL3-CS 3.4.10.1
Immutable
release. Only release title and notes can be modified.
SDL3-CS 3.4.10.1
Stable SDL3-CS release for SDL 3.4.10.
This release publishes the managed SDL3-CS wrapper and platform-specific native NuGet packages for Windows, Linux, macOS, Android, iOS, and tvOS. Native packages use SDL3-CS.<Platform> and SDL3-CS.<Platform>.<Addon> package IDs.
Package Versions
| Package family | Version |
|---|---|
SDL3-CS |
3.4.10.1 |
SDL3-CS.<Platform> |
3.4.10.1 |
SDL3-CS.<Platform>.Image |
3.4.4.1 |
SDL3-CS.<Platform>.Mixer |
3.2.4.1 |
SDL3-CS.<Platform>.TTF |
3.2.2.1 |
SDL3-CS.<Platform>.Shadercross |
3.0.0.1 |
Changes from SDL 3.4.10
Based on the upstream SDL 3.4.10 stable bugfix release, with SDL3-CS names shown where public wrapper names apply:
- The GPU API now accepts depth texture arrays, including
SDL.GPUTextureType.TextureType2DArraywithSDL.GPUTextureUsageFlags.DepthStencilTarget. - Fixed a crash when copying into Vulkan swapchain textures through the GPU API, including paths around
SDL.AcquireGPUSwapchainTexture,SDL.WaitAndAcquireGPUSwapchainTexture, andSDL.CopyGPUTextureToTexture. - The Metal renderer supports packed 16-bit texture formats such as
SDL.GPUTextureFormat.B5G6R5Unorm,SDL.GPUTextureFormat.B5G5R5A1Unorm, andSDL.GPUTextureFormat.B4G4R4A4Unorm. - Fixed rare cursor corruption on Windows for SDL cursor APIs such as
SDL.CreateCursor,SDL.CreateColorCursor,SDL.CreateSystemCursor, andSDL.SetCursor. - Fixed Korean IME text edit cursor positioning on Windows for
SDL.SetTextInputArea,SDL.GetTextInputArea,SDL.StartTextInput, andSDL.StartTextInputWithProperties. - Added controller sensor support for GameInput v3; related SDL3-CS entry points include
SDL.Hints.JoystickGameInput,SDL.Hints.JoystickGameInputRaw,SDL.GamepadSensorEvent, andSDL.EventType.GamepadSensorUpdate. - Added gamepad motion sensor support on Android.
- Android now releases wired controllers back to the OS while the application is in the background.
- Fixed Ipega controllers being ignored while in keyboard mode.
- Added GameCube rumble support for PC-mode adapters with current firmware, alongside the existing GameCube HIDAPI hint surface such as
SDL.Hints.JoystickHIDAPIGameCubeandSDL.Hints.JoystickHIDAPIGameCubeRumbleBrake. - Fixed rumble on the new Steam Controller.
- Added Xbox 360 mode support for the GameSir Super Nova.
- Added support for the PDP Afterglow Wave Wireless Controller for Switch.
- Fixed a multi-second focus-change hang on X11 in some cases.
- The X Synchronization Extension is disabled by default on X11 and can be enabled with
SDL.Hints.VideoX11EnableXsyncExt. - Fixed
SDL.Hints.MouseFocusClickthroughon X11. - Fixed a rare crash when creating a window on Raspberry Pi.