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Wine 1.1.17 (development) veröffentlicht!

BeitragVerfasst: 13.03.2009, 18:40
von ChemicalBrother
Bild

Aktuelle Änderungen:

- Joystick support on Mac OS X.
- Implementation of iphlpapi on Solaris.
- A number of 64-bit improvements.
- Obsolete LinuxThreads support has been removed.
- Many fixes to the regression tests on Windows.
- Various bug fixes.


Eine ausführliche Liste der Bugfixes findet ihr in der offiziellen Ankündigung.

(Offizielle Ankündigung)

Das Archiv mit der Source zum Kompilieren gibt es hier -> Download.

Die Pakete in der Paketverwaltung werden in den nächsten Tagen aktualisiert!
Wie man Wine über die Paketverwaltung installiert kann man hier nachlesen.

BeitragVerfasst: 13.03.2009, 19:32
von DawnCrow
mein Patch hats nichtmehr reingeschafft ;(
aber 1.1.18 klingt dann eh viel cooler, passend zu meinem Patch

BeitragVerfasst: 13.03.2009, 20:03
von ChemicalBrother
Patch für was?

BeitragVerfasst: 13.03.2009, 20:09
von DawnCrow
winemaker

BeitragVerfasst: 16.03.2009, 10:47
von Bauer87
Das hättest du nun auch gleich erklären können. Oder schämst du dich für den Inhalt deines Patches?

BeitragVerfasst: 16.03.2009, 13:55
von HEiDi
Gibt es momentan eigentlich keine "Direct3D improvements" mehr, oder schreiben sie die einfach nicht mehr rein?

BeitragVerfasst: 16.03.2009, 18:47
von PUNX69
[quote=HEiDi,index.php?page=Thread&postID=34650#post34650]Gibt es momentan eigentlich keine "Direct3D improvements" mehr, oder schreiben sie die einfach nicht mehr rein?[/quote]

sie schreiben immer nur die highligts rin

http://www.winehq.org/announce/1.1.17

Code: Alles auswählen
Aric Stewart (16):
      dinput: Begin joystick separation into a generic module.
      dinput: Move joystick productGuid and Name to the generic part.
      dinput: Move joystick Polling and Device State to the generic part.
      dinput: Move joystick mapping functions to the generic part.
      dinput: Rename Linux-specific joystick functions.
      dinput: Remove easy redundancy from linuxinput.
      dinput: Create generic joystick Acquire/Unacquire.
      dinput: Add Mac OS/X joystick support.
      dinput: OS/X joystick add axes.
      dinput: OS/X joystick add POV controls.
      dinput: OS/X joystick add GD_X, GD_Y, GD_Z axes.
      dinput: OS/X joystick add Rx,Ry,and Rz axes.
      dinput: Map OS/X joystick axes so even if they come out of order on the device we recognize them correctly.
      dinput: Add OS/X sliders.
      dinput: OS/X joystick: Check usage page to avoid odd non-button elements found on the 360 controller.
      dinput: OS/X joystick: Sort buttons based on usage as some controllers report the buttons out of order.


Code: Alles auswählen
Henri Verbeet (60):
      d3d10: Fix a typo.
      d3d10: Implement ID3D10Effect::GetTechniqueByName().
      d3d10: Implement ID3D10Effect::GetTechniqueByIndex().
      d3d10: Implement ID3D10EffectTechnique::GetPassByName().
      d3d10: Implement ID3D10EffectTechnique::GetPassByIndex().
      d3d10: Actually use the parse_fx10() return value.
      d3d10: Simplify DXBC chunk handlers.
      d3d10: Implement ID3D10EffectTechnique::GetDesc().
      d3d10: Store the shaders input signature.
      d3d10: Implement ID3D10EffectPass::GetDesc().
      wined3d: Use flags for shader_glsl_get_sample_function().
      d3d10core: Add a stub ID3D10InputLayout implementation.
      d3d10core: Add a stub ID3D10VertexShader implementation.
      d3d10core: Add a stub ID3D10GeometryShader implementation.
      d3d10core: Add a stub ID3D10PixelShader implementation.
      wined3d: Pass the vertex count rather than the primitive count to wined3d draw methods.
      wined3d: Fix some prototypes.
      wined3d: Add support for ARB_geometry_shader4.
      wined3d: Add d3d10 primitive types.
      wined3d: Add separate methods for setting the primitive type.
      d3d10core: Implement ID3D10Device::Draw().
      d3d10: Implement ID3D10Effect::GetDevice().
      d3d10: Create shaders.
      d3d10: Implement ID3D10EffectPass::Apply().
      wined3d: Also set VBFLAG_HASDESC if we can determine we dont need conversion.
      wined3d: Simplify IWineD3DVertexBufferImpl_PreLoad() a bit.
      wined3d: Merge IWineD3DVertexBuffer with IWineD3DBuffer.
      d3d9: Improve IDirect3DDevice9::SetFVF() code flow.
      wined3d: Buffer object IDs are supposed to be unsigned.
      wined3d: Dont compare texUnitMap entries to -1.
      wined3d: Dont compare const_num against -1.
      wined3d: Use shader_glsl_get_write_mask_size() to calculate the write mask size.
      wined3d: Handle error conditions better in RemoveContextFromArray().
      d3d9: Fix some sign compare warnings.
      wined3d: Dont call shader_glsl_append_dst() from shader_glsl_texldl().
      wined3d: Get rid of a few stack buffers.
      d3d8: Fix some sign compare warnings.
      d3d8: Dont call Release() in a while loop.
      d3d8: Make the shader handle table a bit more generic.
      d3d8: Handles arent supposed to be pointers.
      wined3d: Set the correct texture names on cube surfaces.
      wined3d: Free the logo path when were done with it.
      wined3d: The adapters array should be owned by IWineD3DImpl.
      wined3d: Get rid of the PUSH1 macro.
      wined3d: Dont leak WineD3DAdapter.cfgs.
      d3d9: Present parameters are an array when D3DCREATE_ADAPTERGROUP_DEVICE is specified.
      wined3d: Explicitly pass the texUnitMap to shader_glsl_load_vsamplers() and shader_glsl_load_psamplers().
      wined3d: Remove an unused field.
      wined3d: Remove a redundant check.
      wined3d: Store a pointer to the format description in the resource.
      wined3d: Get rid of some calls to getFormatDescEntry().
      wined3d: Remove the shader_color_fixup field from IWineD3DBaseTextureClass.
      d3d8: Release the d3d8 shader once were done with it in IDirect3DDevice8Impl_GetPixelShader().
      wined3d: Also change the resources format desc in IWineD3DBaseSurfaceImpl_SetFormat().
      wined3d: Eliminate the heightscale field from IWineD3DSurfaceImpl.
      wined3d: Remove some redundant fields from struct glDescriptor.
      wined3d: Remove the width and height fields from IWineD3DTextureImpl.
      wined3d: Add fields from StaticPixelFormatDesc to struct GlPixelFormatDesc.
      wined3d: Only return a pointer to struct GlPixelFormatDesc from getFormatDescEntry().
      wined3d: Remove the format field from IWineD3DResourceClass.



Code: Alles auswählen
Tony Wasserka (8):
      d3dx9: Implement ID3DXSprite_Get/SetTransform.
      d3dx9: ID3DXSprite: Move vdecl creation to ID3DXSprite_Begin.
      d3dx9: Implement ID3DXSprite_OnLostDevice/OnResetDevice.
      d3dx9: Fix inclusions in some d3dx9 headers.
      d3dx9: Add some definitions in d3dx9.h.
      d3dx9: Add ID3DXSprite tests.
      d3dx9: Recognize the D3DXSPRITE_DONOTSAVESTATE flag.
      d3dx9: Recognize the D3DXSPRITE_DO_NOT_ADDREF_TEXTURE flag.


Code: Alles auswählen
Vitaliy Margolen (1):
      dinput: Add few special cases for key mappings.


Wer weiß vllt ist der dösinger auch im urlaub oder sie machen generell bei codewaevers betriebsferien :D

BeitragVerfasst: 16.03.2009, 20:18
von DawnCrow
Also diese Woche ist ja der Alexandre im Skiurlaub, Dösinger is aber da soweit ichs beurteilen kann.