Version 1.13 - Fixed a problem which resulted in some of the built-in D3D12 shaders requiring Shader Model 6.0 - Added more logging for various D3D12 initialization failure cases Version 1.12 - New D3D12 video plugin. The shader tool has also been updated and supports generating DXIL - New Windows ARM64 builds. Less frequently used platform-dependent functionality may remain unimplemented on this platform - Added a Blitter capture feature for developer builds. See the "blitcap" debugger command - Various minor cross-platform fixes which came along with the new port/backend work Version 1.11 - Unmapped input labels now display an angle suffix for hat switches - Unmapped input labels now display a +/- prefix for analog bindings, when applicable - Added a -forcegpusync command line option Version 1.1 - Added a native Linux (x64) port. Generally not well tested, but seems to be working well enough in local testing under a couple of different distributions. Less frequently used platform-dependent functionality may remain unimplemented on this platform - Added a new SDL2 plugin for audio, video, and input. Not particularly recommended under Windows, but a Windows build is provided nonetheless - Added custom sky/background functionality to the Checkered Flag script - Added an "Alternate Scheduling" option - Added a "Rewind Skip" option - Added a "Frame Time Display" developer option - Fixed a minor interrupt timing issue - Fixed a bug in the object browser which could, rarely, result in a memory leak - Fixed a bug preventing BIGPEMU_TEXFLAG_REPEAT from affecting texture wrap mode in the OpenGL video plugin - Fixed another timing issue, which was manifesting as a rare crash in Cybermorph. Thanks to Will for managing to capture a saved state illustrating this problem - Developer builds will avoid crashing and warn the developer (via connected debugger) when a read/write straddles the end of ROM. Normal builds will still crash, in order to avoid overhead. Thanks to DrTypo for the bug report
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