Here’s a new snapshot of SDL from CVS:
http://www.libsdl.org/cvs.php
Please let me know if you find any problems, or I’ve missed any patches!
Here is what’s changed since the last release:
- Fixed problem compiling without nasm with new versions of gcc
- Check for malloc() returning NULL in a few places
- Added 4/6 channel surround sound support on ALSA (not 3D audio)
- Added SDL_FB_BROKEN_MODES environment variable
- Fixed memory corruption when allocating large surfaces (fails now)
- Show correct joystick names on Windows (thanks Eckhard!)
- Added a CoreAudio driver for MacOS X (thanks Max!)
- Added support for right handed modifier keys on Panther (thanks Eric!)
- Finally fixed OpenGL coordinate inversion on MacOS X (thanks Eric!)
- Worked around a crash in aRts audio detection (thanks Yves!)
- Lots more Atari video fixes (thanks Patrice!)
- Allow UTF-8 strings in X11 window captions
- Fixed basic type collision on Tru64 (thanks Hayashi!)
- Improved keyboard and mouse handling on BeOS (thanks Marcin!)
- Added missing window manager and OpenGL functions on BeOS
- Fixed resuming CD-ROM playback on Windows (thanks Andreas!)
- Fixed compiling on IRIX 5.3
- Fixed crash if software stretch is used on hardware surfaces
- Fixed crash on exit in framebuffer console driver
- Added support for logical joysticks on Linux
- Added OpenGL accum buffer support on MacOS X (thanks Christian!)
- Fixed pixmap leak in X11 cursor code (thanks Paul!)
- Fixed compilation problems with newer versions of gcc
- Updated QNX support for QNX6 (thanks Mike!)
- Fixed testdyngl crash on Windows (thanks Damien!)
- Compile most of the blitter assembly on Opteron
- Compile CPU detection code on Opteron
- Fixed floating point exception with Linux 2.6 joysticks
- Fixed toggling SDL_NOFRAME on X11 video modes
- Fixed loading ESD and aRts function pointers
- IRIX uses libGL.so, not libGL.so.1
- Fixed typo in fatal signal handling code
- Fix potential deadlock in MacOS X joystick code
- Build FSAA code on all versions of MacOS X
- Avoid using kernel headers for byte swapping macros
Enjoy!
-Sam Lantinga, Software Engineer, Blizzard Entertainment