LÖVE 11.0 released!

General discussion about LÖVE, Lua, game development, puns, and unicorns.
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ReFreezed
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Re: LÖVE 11.0 released!

Post by ReFreezed » Tue Apr 03, 2018 12:32 pm

raidho36 wrote:
Tue Apr 03, 2018 11:37 am
One thing to know about effects(...)
I see. Got it to work. Thanks for explaining!
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Re: LÖVE 11.0 released!

Post by Murii » Tue Apr 03, 2018 1:06 pm

Good job on improving Love!

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Re: LÖVE 11.0 released!

Post by Stifu » Tue Apr 03, 2018 4:44 pm

zorg wrote:
Tue Apr 03, 2018 4:56 am
Not sure if related to the new version, but the site css seems to be broken again...
Got that a few days ago. Ctrl+F5 fixed it for me.
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Re: LÖVE 11.0 released!

Post by zorg » Tue Apr 03, 2018 4:54 pm

Stifu wrote:
Tue Apr 03, 2018 4:44 pm
zorg wrote:
Tue Apr 03, 2018 4:56 am
Not sure if related to the new version, but the site css seems to be broken again...
Got that a few days ago. Ctrl+F5 fixed it for me.
Yep, that worked! Thanks.
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Re: LÖVE 11.0 released!

Post by dan369 » Tue Apr 03, 2018 6:24 pm

When calling

Code: Select all

bg_blue = {0.42, 0.75, 0.89};

---in love.draw;
love.graphics.clear(bg_blue);

The game screen clears to black. Entering the values in directly works fine?

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pgimeno
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Re: LÖVE 11.0 released!

Post by pgimeno » Tue Apr 03, 2018 6:47 pm

Curiously enough, that's only documented to work for canvases, yet in 0.10 it worked for the normal screen as well.

You can still love.graphics.clear(bg_blue[1], bg_blue[2], bg_blue[3]). You can also use unpack() but note that it's slow.
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Re: LÖVE 11.0 released!

Post by slime » Tue Apr 03, 2018 11:27 pm

It not working with the main screen is a bug, which I fixed just now. :)

Unfortunately appveyor just updated their version of cmake to a version that doesn't work with OpenAL Soft, so now the Windows automatic builds aren't working... I'll have to figure out a fix for that.

EDIT: 32 bit windows build with the fix: https://ci.appveyor.com/project/AlexSzp ... /artifacts

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Re: LÖVE 11.0 released!

Post by ExPorygon » Wed Apr 04, 2018 12:31 am

Awesome! I've been waiting for a new version for a while now.

I don't think I quite understand what queueable audio sources are. Can someone elaborate further? How are they different from regular sources and what unique things can you do with them?

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Re: LÖVE 11.0 released!

Post by zorg » Wed Apr 04, 2018 3:41 am

ExPorygon wrote:
Wed Apr 04, 2018 12:31 am
Awesome! I've been waiting for a new version for a while now.

I don't think I quite understand what queueable audio sources are. Can someone elaborate further? How are they different from regular sources and what unique things can you do with them?
You can push SoundData onto them in a realtime fashion (as long as they have empty buffer "slots", for which you can check).

Use cases include software mixing SoundDatas (even ones returned by Decoder objects that now have their decode methods exposed), so that you won't hit the active Source limit too quickly; "hooking" a RecordingDevice up to one will basically play back that input; or the best one, in my opinion, is realtime sound generation, making things like this project possible.
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Re: LÖVE 11.0 released!

Post by ivan » Wed Apr 04, 2018 5:28 am

PGUp wrote:
Mon Apr 02, 2018 8:16 am
xp no longer supported ? that is a bad news
I don't see this mentioned in the changelog. Can somebody confirm?

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