Sun, 11 Aug 2013 19:56:43 -0700 Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow() release-2.0.0
Sam Lantinga <slouken@libsdl.org> [Sun, 11 Aug 2013 19:56:43 -0700] rev 7632
Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow() Rainer Deyke I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
Sat, 10 Aug 2013 23:21:06 +0200 Added missing call to SDL_stack_free().
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Sat, 10 Aug 2013 23:21:06 +0200] rev 7631
Added missing call to SDL_stack_free(). On Windows this is needed because SDL_stack_alloc() wraps SDL_malloc().
Sat, 10 Aug 2013 23:14:20 +0200 Removed SDL_HAPTIC_SQUARE from comments in header to prevent doxygen confusion.
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Sat, 10 Aug 2013 23:14:20 +0200] rev 7630
Removed SDL_HAPTIC_SQUARE from comments in header to prevent doxygen confusion.
Sat, 10 Aug 2013 23:07:28 +0200 Corrected comment in test program.
Philipp Wiesemann <philipp.wiesemann@arcor.de> [Sat, 10 Aug 2013 23:07:28 +0200] rev 7629
Corrected comment in test program.
Sat, 10 Aug 2013 11:19:30 -0700 Fixed bug 1925 - SDL_GetPerformanceFrequency returns incorrect value on iOS
Sam Lantinga <slouken@libsdl.org> [Sat, 10 Aug 2013 11:19:30 -0700] rev 7628
Fixed bug 1925 - SDL_GetPerformanceFrequency returns incorrect value on iOS PoopiSan Currently on OSX and iOS simulator the values: mach_base_info.denom = 1 mach_base_info.numer = 1 but on the real iOS device mach_base_info.denom = 3 mach_base_info.numer = 125 The calculation is made using following formula mach_base_info.denom / mach_base_info.numer * 1000000 but all values are int32 and the result is casted to int64. This solves the problem: return 1.0 * mach_base_info.denom / mach_base_info.numer * 1000000;
Sat, 10 Aug 2013 10:57:54 -0700 Fixed whitespace
Sam Lantinga <slouken@libsdl.org> [Sat, 10 Aug 2013 10:57:54 -0700] rev 7627
Fixed whitespace
Sat, 10 Aug 2013 10:55:12 -0700 Fixed bug 2024 - Update OSX Joystick code to fully support Saitek p2500 gamepad
Sam Lantinga <slouken@libsdl.org> [Sat, 10 Aug 2013 10:55:12 -0700] rev 7626
Fixed bug 2024 - Update OSX Joystick code to fully support Saitek p2500 gamepad Patrick Maloney Saitek p2500 (Cyborg Rumble Force Pad) has a D-pad, two analog sticks, and numerous buttons. SDL 2.x on OSX detected everything except the right-side analog stick. The right-side stick is considered a 'simulation device' with the axes mapped to throttle and rudder. The patch adds support for throttle and rudder on the HID simulation page.
Sat, 10 Aug 2013 10:54:03 -0700 Fixed bug 2025 - Update 1.2 OSX Joystick code to fully support Saitek p2500 gamepad SDL-1.2
Sam Lantinga <slouken@libsdl.org> [Sat, 10 Aug 2013 10:54:03 -0700] rev 7625
Fixed bug 2025 - Update 1.2 OSX Joystick code to fully support Saitek p2500 gamepad Patrick Maloney Saitek p2500 (Cyborg Rumble Force Pad) has a D-pad, two analog sticks, and numerous buttons. SDL 2.x on OSX detected everything except the right-side analog stick. The right-side stick is considered a 'simulation device' with the axes mapped to throttle and rudder. The patch adds support for throttle and rudder on the HID simulation page.
Sat, 10 Aug 2013 10:49:26 -0700 Check the return value of glGenTextures()
Sam Lantinga <slouken@libsdl.org> [Sat, 10 Aug 2013 10:49:26 -0700] rev 7624
Check the return value of glGenTextures()
Sat, 10 Aug 2013 13:46:19 -0400 Haptic: Let XInput update effects while they're still running.
Ryan C. Gordon <icculus@icculus.org> [Sat, 10 Aug 2013 13:46:19 -0400] rev 7623
Haptic: Let XInput update effects while they're still running.
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