Cerberus X v2020-11-15 released

MikeHart

Administrator
Joined
Jun 19, 2017
Location
Germany
Hi folks,

time for a new release of Cerberus X! Like always, some fixes, some new stuff, new modules, etc.
Again, a huge thank you to all who were involved in this version.

You can download it from here:


Attention: If everything goes as planned, the Linux version will follow in the next week. Of course, you can always build it from the Github sources yourself.

These are the notes from the change log:

Code:
***** v2020-11-15 *****

FIX: [TRANSCC] With the GLFW target and MingW, you can build 32bit again.    (Author: MikeHart)
FIX: [TRANSCC] Fixed copying sub directories with the INCLUDE statement.    (Author: MikeHart)
FIX: [TRANSCC] Fixed TRANSCC to change canvas sizes, title, scale mode and canvas flag every time you build your app.    (Author: MikeHart)
FIX: [TRANSCC] Added check for space chars in source filename to avoid weird errors regarding global vars.    (Author: Phil7)
FIX: [rebuild script] Changed minimum version on OSX for building TRANS via the rebuildall script.    (Author: dawlane)
FIX: [HTTPREQUEST] Fixed some flaws in the glfw target.    (Author: Github user NEOJAW) 
FIX: [MOJO2] fix in image.loadframes.    (Author: Rich)
FIX: [DOCS] FIXED example in httprequest.cerberusdoc    (Author: Holzchopf)
FIX: [MOJO/MOJO2] Fixed apps don't scale right on retina displays.    (Author: Phil7)
MOD: [TRANSCC] With the GLFW target, resource files are now compiled everytime, so a change will be always taken in.    (Author: MikeHart)
MOD: [MOJO/MOJO2] Font.TextHeight will return the actual height of the string now if one is given.    (Author: MikeHart)
MOD: [brl.filesystem] CreateDir now creates paths automatically, that includes more than one sub directory.    (Author: MikeHart)
MOD: [MOJO/MOJO2] Removed an extra call to retrieve the window size on GLFW BeginRender. Only the size of the framebuffer is relevant now.    (Author: MikeHart)
MOD: [MAKEDOCS] CHANGED makedocs now resolves links for json output    (Author: Holzchopf)
MOD: [IOS] Changed using a launch image to a launch screen storyboard so you get the full resolution on all IOS devices.   (Author: Phil7)
MOD: [IOS] Changed minimum IOS version to 9.0.  (Author: Phil7)
MOD: [DESKTOP] Updated GLFW to version 3.3.2  (Author: MikeHart)
NEW: [TRANSCC] New config setting #GLFW_COPY_LIBS_32 to copy 32bit DLLs into the GCC build.    (Author: MikeHart)
NEW: [TRANSCC] Added TARGETPATH option to specify more target directories.    (Author: MikeHart)
NEW: [TRANSCC] Added custom targets with cxbuild.txt script.    (Author: MikeHart)
NEW: [TARGETS] AGK Android (Google).    (Author: MikeHart)
NEW: [examples] mojo2/2Din3D.    (Author: MikeHart) 
NEW: [examples] mojo2/asyncimageloading.    (Author: MikeHart)
NEW: [HTML5] Added mousewheel event on the html5 target - MouseZ() works now.    (Author: Github user NEOJAW) 
NEW: [MAKEDOCS] Added export of decls.json to makedocs.    (Author: Holzchopf)
NEW: [MAKEDOCS] Added index entry decls CHANGED json builder now transforms markdown    (Author: Holzchopf)
NEW: [MOJO] Added DrawTextBox:Void( textLines:String[],x:Float,y:Float,width:Float,height:Float,xhandle:Float=0.0,yhandle:Float=0.0 )    (Author: MikeHart)
NEW: [MOJO2] Added DrawList.DrawTextBox:Void( textLines:String[],x:Float,y:Float,width:Float,height:Float,xhandle:Float=0.0,yhandle:Float=0.0 )    (Author: MikeHart)
NEW: [MOJO/MOJO2] Added #GLFW_HIGH_DPI_ENABLED=1 constant, so GLFW apps can use the full high DPI resolution.    (Author: Phil7)
NEW: [Modules] Added the new brl.timer module.    (Author: MikeHart)
Have fun!
 

Martin

Active Member
Joined
Jun 19, 2017
Location
Germany
Awesome. Maybe I can contribute here and there again. Actually I want to use CX for kind of a side project. Being a full time game dev now I need some fun beside the usual stuff.
 

MikeHart

Administrator
Joined
Jun 19, 2017
Location
Germany
Great work!

I found that out that you need to add a few lines if your game uses more than one canvas.
Below are 3 lines that will help fix your game. It might be the case that you only need to add one or two of them.
Is this a bug or a bugfix?

Cerberus X:
Local w:Int = DeviceWidth()
Local h:Int = DeviceHeight()
allcanvases.SetViewport 0,0,w,h
allcanvases.SetScissor 0,0,w,h
allcanvases.SetProjection2d 0,w,0,h
If you think there is a bug, please open a separate topic with an attached project which illustrates the problem. So others can test your solution and investigate where the problem comes from. Thank you.
 

MikeHart

Administrator
Joined
Jun 19, 2017
Location
Germany
Awesome. Maybe I can contribute here and there again. Actually I want to use CX for kind of a side project. Being a full time game dev now I need some fun beside the usual stuff.
Lol, as you know yourself all to well, working on the core and internals of a tool is never fun.
 

wick

Member
3rd Party Module Dev
Patreon Bronze
Joined
Jul 17, 2017
Location
oakland
Yay! Perfect timing, I was hoping to make a new mac build this week with the retina display fix. The smarter CreateDir is an unexpected bonus, that's been on my personal buglist for a while. Also good to see the HTTPS request fixes in an official release.
 

Phil7

Administrator
CX Code Contributor
3rd Party Tool Dev
Joined
Jun 26, 2017
I was hoping to make a new mac build this week with the retina display fix
There seems to be a bug related to this with multiple canvases, and we are about to fix it in the next days, but it would be interesting if it works with your game. Are you on mojo or mojo2?
 

Paul59

Active Member
CX Code Contributor
Joined
Dec 13, 2018
Location
UK
Attention: If everything goes as planned, the Linux version will follow in the next week. Of course, you can always build it from the Github sources yourself.
Mike, the Linux build instructions on the forum are three years old and I think I ran into issues trying to compile CX last time I tried. Is there a more up to date guide somewhere?
 

dawlane

Well-Known Member
CX Code Contributor
Joined
Jun 21, 2017
Mike, the Linux build instructions on the forum are three years old and I think I ran into issues trying to compile CX last time I tried. Is there a more up to date guide somewhere?
I take it that you forgot that this was here? The builds change often and this is the first place you should look, which is mentioned in the BUILDING.txt file.

If there are any issues, then they should be reported in that thread.
 
Last edited:

wick

Member
3rd Party Module Dev
Patreon Bronze
Joined
Jul 17, 2017
Location
oakland
I also managed to compile it for linux (on mint), which I'm pretty happy about because I've never actually managed to do before.
 

Jimmy

Active Member
Tutorial Author
Joined
Jan 2, 2020
I also managed to compile it for linux (on mint), which I'm pretty happy about because I've never actually managed to do before.
Nice. I tried Cerberus on Mint earlier and it was okay but I would really love to have Cerberus running on Parrot if I was to use Linux again.
 
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