PureBasic 5.00 final is out !

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Fred
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PureBasic 5.00 final is out !

Post by Fred »

Hi folks,

After a quite long testing period, we are very happy to release the final version of PureBasoc 5.00, which include a tons a new commands and features, as you can see:

Code: Select all

- Added: Cocoa support on OS X (now the default toolkit)
- Added: 64-bit version of PureBasic for OS X
- Added: Brand new Form Designer, for Windows, Linux and OS X
- Added: Carbon subsystem for PowerPC and x86 version of PureBasic
- Added: Multi-dimensional arrays in structure support
- Added: InitScintilla() on Linux and OS X avoid compilation issues
- Added: #PB_Window_NoActivate flag to OpenWindow() and HideWindow()
- Added: #PB_EventType_RightClick support ScintillaGadget()
- Added: Favorites section to the explorer tool (IDE)
- Added: Trigger for custom tools when a new source file is created (IDE)
- Added: SetWindowCallback() support to OS X to have callback events
- Added: partial thread-safety to GTK (Linux)
- Added: SpritePixelCollision() support for OS X and Linux

- Updated: Scintilla updated to 3.2.2
- Updated: Expat updated to 2.1.0
- Updated: libjpeg updated to 8.0d
- Updated: libpng updated to 1.5.12
- Updated: Ogre to 1.8.0, bullet to 2.80, hydrax to 0.5.4, CEGUI to 0.7.7
- Updated: ModPlug lib update to 0.8.8.4
- Updated: Use of VC++ 2010 to compile Windows libraries (32-bit and 64-bit), resulting of better optimized code
- Updated: French documentation has been greatly updated/enhanced, thanks to Jean R. VIALE.

- Changed: SetModulePosition() is now in milliseconds, no more in pattern

- Fixed: Many bugs

3D Engine:
- Added: EntityAnimation library
- Added: NodeAnimation library
- Added: VertexAnimation library
- Added: Spline library
- Added: CG Tookit support for the 3D engine (both DirectX and OpenGL), trough InitEngine3D()
- Added: optional 'Mode' parameter to InitEngine3D()
- Added: 'PickMask' parameter to MousePick() and CreateEntity()
- Added: RenderWorld() now returns 'TimeSinceLastFrame', in milliseconds
- Added: SkyBox() and SkyDome() now supports Fog()
- Added: 'Color' and 'TextureSize' parameters to WorldShadows()
- Added: #PB_World_UnderWater and #PB_World_WaterGodRays flags to CreateWater()
- Added: RayPick(), CameraViewWidth(), CameraViewHeight(), CameraViewX(), CameraViewY(), CameraDirection()
- Added: CameraDirectionX/Y/Z(), SetCameraFixedYawAxis()

- Added: optional 'IsActive' parameter to render to texture for CreateCamera()
- Added: ScaleMaterial(), MaterialFog(), ReloadMaterial(), ResetMaterial(), NodeFixedYawAxis()
- Added: optional 'TextureCoordinateIndex' parameter to AddMaterialLayer()
- Added: #PB_Material_Anisotropic support to MaterialFilteringMode()
- Added: #PB_Default support as #Material to set the default settings for materials.
- Added: #PB_Material_Wireframe, #PB_Material_Point and #PB_Material_Solid to MaterialShadingMode()
- Added: SoundListenerLocate()
- Added: Optional DirectionX/Y/Z parameter to NodeLookAt()
- Added: optional 'Mode' parameter to MoveLight(), MoveEntity() and MoveNode()
- Added: CreateTexture() now handle alpha textures as well
- Added: #PB_Entity_Wireframe, #PB_Entity_Solid, #PB_Entity_Point, #PB_Entity_DisplaySkeleton to EntityRenderMode()
- Added: FreeEntityJoints(), AttachEntityObject(), DetachEntityObject(), EntityBoneX/Y/Z()
- Added: EntityBonePitch(), EntityBoneRoll(), EntityBoneYaw(), EntityFixedYawAxis()
- Added: DirectionX/Y/Z optional parameters to EntityLookAt()
- Added: EntityVelocity(), EntityAngularFactor(), EntityLinearFactor(), EntityCustomParameter(), EntityParentNode()
- Added: EntityBoundingBoxX/Y/Z(), DisableEntityBody()
- Added: #PB_Entity_VelocityX/Y/Z, #PB_Entity_MassCenterX/Y/Z, #PB_Entity_MaxVelocity to Get/SetEntityAttribute()
- Added: LightAttenuation(), LightX/Y/Z(), LightDirection(), LightDirectionX/Y/Z()
- Added: RotateLight(), LightPitch(), LightYaw(), LightRoll()
- Added: GetScriptParticle(), CreateRenderTexture(), UpdateRenderTexture(), SaveRenderTexture()
- Added: CreateCubeMapTexture(), EntityCubeMapTexture()
- Added: HideEffect() now handle ribbon as well
- Added: EffectID(), RibbonEffectWidth(), AttachRibbonEffect(), DetachRibbonEffect(), CreateLensFlareEffect()
- Added: LensFlareEffectColor(), EnableHingeJointAngularMotor()
- Added: Joint parameter for ConeTwistJoint(), HingeJoint(), PointJoint(), SliderJoint()
- Added: #PB_HingeJoint_LowerLimit and #PB_HingeJoint_UpperLimit to Get/SetJointAttribute()
- Added: Optional 'Pitch', 'Yaw', 'Roll' parameters to AddStaticGeometryEntity()
- Added: FreeTerrain(), SetupTerrains(), CreateTerrain(), TerrainPhysicBody(), DefineTerrainTile()
- Added: AddTerrainTexture(), BuildTerrain(), TerrainLocate(), TerrainHeight(), TerrainTileHeightAtPosition()
- Added: TerrainTilePointX/Y(), TerrainTileSize(), GetTerrainTileHeightAtPoint(), SetTerrainTileHeightAtPoint()
- Added: UpdateTerrain(), TerrainTileLayerMapSize(), GetTerrainTileLayerBlend(), SetTerrainTileLayerBlend()
- Added: UpdateTerrainTileLayerBlend(), TerrainMousePick(), SaveTerrain(), TerrainRenderMode()
- Added: special key handling to InputEvent3D()

- Changed: CameraLookAt() doesn't change the direction anymore
- Changed: Attach/DetachNodeObject() removed the 'type' object
- Changed: 'InitialWidth' parameter has been removed for CreateRibbonEffect()

- Removed: AnimateEntity() (replaced with Start/StopEntityAnimation())
- Removed: #PB_Entity_Wireframe, #PB_Entity_Point and #PB_Entity_Solid to EntityRenderMode()
- Removed: CheckEntityCollision(), NextWorldCollision(), FirstWorldCollisionEntity(), SecondWorldCollisionEntity() 
This is a major achievement for us, and we hope you will have fun playing with the new features ! We would like to thanks all the people around PureBasic, who are helping to make the product better and better, like Timo, Andre, Comtois, G-Rom, Polo, Mesa, all the beta testers for the patience and indeed all the registered user whithout whom it wouldn't have any PureBasic at all :). The work on the next version has already started as usual, so keep tuned !

Enjoy,

The Fantaisie Software Team
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Re: PureBasic 5.00 final is out !

Post by graves »

GREAT!!
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Re: PureBasic 5.00 final is out !

Post by srod »

Fantastic work.

Thankyou Fred, Timo and the rest of the team.
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Re: PureBasic 5.00 final is out !

Post by eesau »

Fantastic, thanks for all the hard work!
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Re: PureBasic 5.00 final is out !

Post by Polo »

Thanks!! 5.00 is a major improvement indeed, especially on Mac :)
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Re: PureBasic 5.00 final is out !

Post by skywalk »

Tremendous :!:
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Re: PureBasic 5.00 final is out !

Post by J. Baker »

Polo wrote:Thanks!! 5.00 is a major improvement indeed, especially on Mac :)
+1 Thanks!
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Re: PureBasic 5.00 final is out !

Post by Rings »

again , another milestone released on Monday !!!

thx
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Re: PureBasic 5.00 final is out !

Post by Psychophanta »

Awesome!
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Re: PureBasic 5.00 final is out !

Post by einander »

Thanks for the great work! :D
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Re: PureBasic 5.00 final is out !

Post by Flype »

So much improvements since my first pb version (3.94)...

That's a big step, thank you for the hard work.

This fresh version might help me deciding to code a little game.

I know this is probably too early, but can we know what are the next (exciting) steps ?

An improved GUI Designer ?
Cross-Compiler ?
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Re: PureBasic 5.00 final is out !

Post by luis »

Thanks.
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Re: PureBasic 5.00 final is out !

Post by LCD »

Excellent! Thank you!
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Re: PureBasic 5.00 final is out !

Post by flaith »

Many many thanks to the team and the beta testers :D
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Re: PureBasic 5.00 final is out !

Post by thinkitsimple »

Thanks for keeping this great project alive! Hope to see iOS-Support in the future. Whould pay again for this.

Thanks

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