I've uploaded a new version to Steam and the TGC download area with the following changes
- Fixed SetVSync(1) still capping fps to the previous value passed to SetSyncRate
- Added SetPresentMode and ForcePresent to control when the back buffer is presented to the screen
- Changed the default present mode to immediate instead of delayed
- Added #renderer to Tier 1 to specify the renderer mode to use during app start up, options are "Prefer Best, "Advanced", and "Basic", however this does not work when broadcasting
- Fixed SetRenderToImage followed by ClearScreen and then changing render image without drawing anything not clearing the first render image
- Fixed an error caused by some OpenGL drivers generating shader location values greater than 65535
- Print text will now be cleared after a call to Render instead of after the call to Sync or Swap. If you want a Print statement to appear on more than one render image you must now call Print before each render
- Minimum supported version of Android is now 4.1 (API 16)
- Exported Android apps now target API 28 as required by Google
- Updated Chartboost SDK to version 7.3.1 on Android
- Updated AmazonAds to version 5.9.0 on Android
- Updated AdMob SDK to version 18.1.1 on Android
- Changed iOS audio category so AppGameKit apps will no longer be silenced when the ringer is on silent
- Updated AdMob SDK to version 7.47.0 on iOS
- Updated Chartboost SDK to version 8.0.1 on iOS
- Updated AmazonAds to version 2.2.17.0 on iOS
- GameCircle on Amazon is no longer supported due to removal by Amazon
- Fixed TerminateApp not working on Windows
- Fixed crashes in the Android export dialog when trying to enter text into some of the fields
- Fixed crashes in the iOS export dialog when trying to enter text into some of the fields
The new #renderer option can be used in Tier 1 by putting one of the following anywhere in your code
#renderer "Basic"
#renderer "Advanced
#renderer "Prefer Best"
The first will always use OpenGL, the second will always use Vulkan, the third will try and use Vulkan but drop back to OpenGL if required. Note that the non-Windows platforms are still using the old renderer code so they will ignore this directive and always use OpenGL. This will also not work when broadcasting to a player as that player will have already made a choice of renderer when it started running.
Let me know if you have any problems