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		<title>Allegro 5.2.1 released!</title>
		<link>http://www.allegro.cc/forums/view/616406</link>
		<description>Allegro.cc Forum Thread</description>
		<webMaster>matthew@allegro.cc (Matthew Leverton)</webMaster>
		<lastBuildDate>Sun, 14 Aug 2016 23:28:49 +0000</lastBuildDate>
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		<description><![CDATA[<div class="mockup v2"><p>Woo-hoo, another release of Allegro! This release brings lots of fixes for annoying bugs and a few new features. Enjoy!</p><p>In terms of packaging, I&#39;ve once again changed what the msys2 binaries contain. They now contain dlls with <i>dynamically</i> linked runtime. Statically linked runtime proved to be too hard to use. I&#39;ve also fixed the Nuget package a bit.</p><p>Check out the source archives <a href="http://download.gna.org/allegro/allegro/5.2.1">here</a>.</p><p>MSYS2 binaries are available <a href="http://download.gna.org/allegro/allegro-bin">here</a> with the dependency packages available <a href="http://download.gna.org/allegro/allegro-deps">here</a>.</p><p>You can grab the MSVC Nuget package <a href="https://www.nuget.org/packages/Allegro/">here</a>.</p><p>Ubuntu and homebrew will be updated in the coming days.</p><h1>Changes from 5.2.0 to 5.2.1 (July 2016)</h1><p>

The main developers this time were: Elias Pschernig, Trent Gamblin, SiegeLord, Ryan Roden-Corrent, Boris Carvajal and Peter Hull.</p><h2>Core</h2><p>

</p><ul><li><p>Optimize bitmap holding a bit (Bruce Pascoe).</p><br /></li><li><p>Add <span class="source-code">al_get<span class="k3">/</span>set_depth<span class="k3">/</span>samples</span> (OpenGL only for now).</p><br /></li><li><p>Optimize destruction performance when you have thousands of objects (e.g. sub-bitmaps).</p><br /></li><li><p>Use low floating point precision for the OpenGL fragment shaders, which helps performance a lot on mobile platforms.</p><br /></li><li><p>Don&#39;t stop and join the timer thread when stopping the last timer (prevents unnecessary delay in this situation on some platforms).</p><br /></li><li><p>Add <span class="source-code">al_backup_dirty_bitmap</span> and <span class="source-code">al_backup_dirty_bitmaps</span> to more finely control when bitmap context backup is performed.</p></li></ul><h2>Android port</h2><p>

</p><ul><li><p>Fix Android app issues when woken up during sleep.</p><br /></li><li><p>Specify the Android toolchain file on the command line now. ANDROID_NDK_TOOLCHAIN_ROOT now has to be specified in an environment variable.</p></li></ul><h2>OSX port</h2><p>

</p><ul><li><p>Improve joystick enumeration (Todd Cope).</p><br /></li><li><p>Make <span class="source-code">al_set_new_window_title</span> work correctly.</p><br /></li><li><p>Don&#39;t send duplicate mouse move events.</p><br /></li><li><p>Fix mouse warping behavior.</p><br /></li><li><p>Exit fullscreen mode if ALLEGRO_FULLSCREEN_WINDOW is set when destroying a display (otherwise if you destroy and recreate display without terminating the program, a white window kicks around).</p></li></ul><h2>iOS port</h2><p>

</p><ul><li><p>Make it compile again.</p><br /></li><li><p>Don&#39;t backup textures as it is unnecessary.</p><br /></li><li><p>Update minimum iOS to version to 6.1.</p><br /></li><li><p>Disable the native png loader in favor of libpng, as it is broken on Apple&#39;s end.</p><br /></li><li><p>Create library when creating the archive.</p></li></ul><h2>Windows port</h2><p>

</p><ul><li><p>Fix the D3D target bitmap bug.</p><br /></li><li><p>Clear display to black right away to avoid an ugly white flash.</p></li></ul><h2>Raspberry Pi port</h2><p>

</p><ul><li><p>Fix system cursor support.</p></li></ul><h2>Linux port</h2><p>

</p><ul><li><p>Make <span class="source-code">al_set_new_window_title</span> work correctly.</p></li></ul><h2>Build system</h2><p>

</p><ul><li><p>Use PROJECT_SOURCE_DIR and PROJECT_BINARY_DIR instead of CMAKE_SOURCE_DIR and CMAKE_BINARY_DIR. This lets you use Allegro as a sub-project in your CMake project.</p><br /></li><li><p>Fix GDIPlus finding in cmake-gui (Bruce Pascoe).</p><br /></li><li><p>Add .gitignore and ignore build/ dir (Mark Oates).</p><br /></li><li><p>Fix building examples with non-Allegro dependencies with the monolith build.</p></li></ul><h2>Documentation</h2><p>

</p><ul><li><p>Various documentation updates (Daniel Johnson and others).</p></li></ul><h2>Other</h2><p>

</p><ul><li><p>Add more <span class="source-code"><span class="p">#include</span></span> statements in Allegro headers, so it&#39;s easier to use them in isolation (Jordan Woehr).</p><br /></li><li><p>Allow marking tests as being hardware only.</p><br /></li><li><p>Prefix some private Allegro macros and types to not pollute the namespace.</p><br /></li><li><p>Make set_shader_uniform api const-correct (Bruce Pascoe).</p></li></ul><h2>Audio addon</h2><p>

</p><ul><li><p>Adjust loop end position when calling <span class="source-code"><a href="http://www.allegro.cc/manual/al_set_sample_instance_length"><span class="a">al_set_sample_instance_length</span></a></span>.</p></li></ul><h2>Acodec addon</h2><p>

</p><ul><li><p>Allow file-backed audio streams to be restarted after they finish.</p><br /></li><li><p>Add Opus codec support.</p></li></ul><h2>Image addon</h2><p>

</p><ul><li><p>Fail gracefully if not built with PNG/JPG loaders.</p></li></ul><h2>Font addon</h2><p>

</p><ul><li><p>Make <span class="source-code"><a href="http://www.allegro.cc/manual/al_get_text_dimensions"><span class="a">al_get_text_dimensions</span></a></span> and <span class="source-code">al_get_glyph_dimensions</span> return exact bounding boxes (koro).</p><br /></li><li><p>Add <span class="source-code">ALLEGRO_GLYPH</span> structure and <span class="source-code">al_get_glyph</span>, allowing for some additional optimization when drawing fonts.</p></li></ul><h2>Examples</h2><p>

</p><ul><li><p>Add more controls to <span class="source-code">ex_audio_props</span>.</p><br /></li><li><p>Add an example of using Enet with Allegro.</p></li></ul><pre>
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</pre><p>
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		<author>no-reply@allegro.cc (SiegeLord)</author>
		<pubDate>Mon, 01 Aug 2016 09:52:20 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Thank you developers, for all your hard work on this great library!
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		<author>no-reply@allegro.cc (Izual)</author>
		<pubDate>Mon, 01 Aug 2016 11:22:49 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Hou pinaise je vais tester cette après midi pour le bug D3D !!!</p><p>Cool, I think the fix might help some of my progs which were acting strange (i.e only OGL working in windows)
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		<author>no-reply@allegro.cc (GullRaDriel)</author>
		<pubDate>Mon, 01 Aug 2016 14:24:11 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Awesome. Great work guys.</p><p>Will be working on putting together a binary distribution of MinGW 5.3.0.2 and Allegro 5.2.1 and all the dependencies here in the next few days.
</p></div>]]>
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		<author>no-reply@allegro.cc (Edgar Reynaldo)</author>
		<pubDate>Wed, 03 Aug 2016 08:27:19 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I tried updating the pre-built Allegro monolith included in jalleg from the zip I downloaded at <a href="http://download.gna.org/allegro/allegro-bin/5.2.1/allegro-mingw-gcc5.3.0-x64-5.2.1.zip">http://download.gna.org/allegro/allegro-bin/5.2.1/allegro-mingw-gcc5.3.0-x64-5.2.1.zip</a>, but it does not work. It looks like it might depend on some (new?) libraries, when I try to load it, I get the error &quot;Can&#39;t find dependent libraries&quot;.</p><p>Looking at the output from Dependency Walker, I see two new DLL dependencies on 5.2.1 that were not on 5.2.0: LIBGCC_S_SEH-1.DLL and LIBSTDC++-6.DLL. It looks like Allegro was compiled in C++ mode, or at least with structured exceptions handling turned on?
</p></div>]]>
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		<author>no-reply@allegro.cc (gillius)</author>
		<pubDate>Thu, 04 Aug 2016 08:35:32 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>That&#39;s this change:</p><div class="quote_container"><div class="title"><a href="http://www.allegro.cc/forums/thread/616406/1024166#target">SiegeLord</a> said:</div><div class="quote"><p> In terms of packaging, I&#39;ve once again changed what the msys2 binaries contain. They now contain dlls with dynamically linked runtime. Statically linked runtime proved to be too hard to use.</p></div></div><p>Is it difficult for your use case to bundle those two extra binaries? I rarely get feedback for these msys binaries (the only one I got was that the statically linked versions were too hard to use).
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		<author>no-reply@allegro.cc (SiegeLord)</author>
		<pubDate>Thu, 04 Aug 2016 09:11:54 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Good job. <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" />  I&#39;ll test it right now.</p><p>Anyway, did you read <a href="https://www.allegro.cc/forums/thread/616413">this</a>? I&#39;ll really appreciate a comment from the development team. Pretty pleeeeeease? <img src="http://www.allegro.cc/forums/smileys/grin.gif" alt=";D" />
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		<author>no-reply@allegro.cc (Niunio)</author>
		<pubDate>Thu, 04 Aug 2016 13:17:30 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>The library loader I use can&#39;t automatically load dependent libraries. There might be a workaround I can try to see if the dynamic linker can resolve symbols from the current process first, then I can load libraries manually in order.</p><p>But I don&#39;t understand it, because 5.2.0 binaries worked perfectly, and I don&#39;t understand why I need to include the entire C++ runtime and structured exceptions support library for a pure C library (it looks like Allegro doesn&#39;t even call any public members of the C++ runtime). I would also need to be able to find the exact versions of those DLLs needed, as they aren&#39;t in the ZIP. It&#39;s been quite a few years since I&#39;ve used gcc, but I thought with a certain flag you can turn off C++ support?
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		<author>no-reply@allegro.cc (gillius)</author>
		<pubDate>Thu, 04 Aug 2016 19:09:02 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>C++ under windows is non-optional due to how much DirectX we use. The issue for bundling the runtime into the dll is that when linking the library manually in a native language (C/C++ etc), you&#39;ll need to be very careful with flags... which is a royal pain. For runtime loading, it of course doesn&#39;t matter.</p><p>Anyway, the issue was mostly a naming issue, as always. It&#39;s trivial for me to make both kinds of dlls, I just need to come up with a way to either include them in the same archive, or come up with the names of two archives.
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		<author>no-reply@allegro.cc (SiegeLord)</author>
		<pubDate>Thu, 04 Aug 2016 20:24:10 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>OK, I didn&#39;t know about that requirement. I assume it wasn&#39;t needed because I saw hardly no symbols from libstdc++ in use. Ultimately, all I need is a DLL that can be loaded without dependencies on Windows 64 bit, however that is compiled. If that is something the Allegro team can provide it would be greatly appreciated. I re-package allegro-monolith into a JAR form and publish to a standard repository for any jalleg or Java user using JNA. If you prefer to keep only the dynamic link version published, that&#39;s doesn&#39;t matter, if I can get a copy of the static build for my package.</p><p>Thanks for the great work on Allegro and all the support!
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		<author>no-reply@allegro.cc (gillius)</author>
		<pubDate>Fri, 05 Aug 2016 00:35:24 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Thank you so much. Especially SiegeLord for those NuGet packages. Never used NuGet before and now it is soooo easy to add Allegro to a project.
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		<author>no-reply@allegro.cc (DanielH)</author>
		<pubDate>Fri, 05 Aug 2016 22:20:40 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Awesome work! I just got back to some C++ and Allegro after dabbling with Unity.
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		<author>no-reply@allegro.cc ( Arvidsson)</author>
		<pubDate>Sat, 06 Aug 2016 00:46:56 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Alright, I added the statically linked runtime versions of Allegro. They should be named in a self-explanatory fashion.
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		<author>no-reply@allegro.cc (SiegeLord)</author>
		<pubDate>Sat, 06 Aug 2016 08:50:01 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>God Job!!!!;D
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		<author>no-reply@allegro.cc (vkensou)</author>
		<pubDate>Sat, 06 Aug 2016 09:20:32 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Great! I downloaded the static library, and it worked. Then I released an updated jalleg-rt package for 5.2.1.
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		<author>no-reply@allegro.cc (gillius)</author>
		<pubDate>Mon, 08 Aug 2016 08:05:38 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title"><a href="http://www.allegro.cc/forums/thread/616406/1024166#target">SiegeLord</a> said:</div><div class="quote"><p>Optimize destruction performance when you have thousands of objects (e.g. sub-bitmaps).</p></div></div><p>

YAAAAAAAAAAAA!
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		<author>no-reply@allegro.cc (thebignic)</author>
		<pubDate>Wed, 10 Aug 2016 00:42:12 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p><span class="source-code">ALLEGRO_UNSTABLE</span> is still required for <span class="source-code">al_set_new_bitmap_samples</span> and <span class="source-code">al_set_new_bitmap_depth</span>?
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		<author>no-reply@allegro.cc (Mark Oates)</author>
		<pubDate>Sun, 14 Aug 2016 00:11:09 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Yep, we still haven&#39;t gotten around to implementing it for Direct3D. The way you&#39;ll be able to tell when it won&#39;t be necessary is that it won&#39;t have the &#39;unstable API&#39; in the docs, and it&#39;ll be in the changelog (if I remember it <img src="http://www.allegro.cc/forums/smileys/cheesy.gif" alt=":D" />).
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		<author>no-reply@allegro.cc (SiegeLord)</author>
		<pubDate>Sun, 14 Aug 2016 00:35:57 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Awesome <img src="http://www.allegro.cc/forums/smileys/cool.gif" alt="8-)" />
</p></div>]]>
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		<author>no-reply@allegro.cc (Mark Oates)</author>
		<pubDate>Sun, 14 Aug 2016 23:28:49 +0000</pubDate>
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