An open-source music and rhythm game.
Soon after the Performous 1.3.0 release we were notified about a couple of bugs. Sadly they weren't spotted during the testing phase so we had to bring out a patch for the last release.
Thanks for everyone who helped testing the Pre Release we discovered a couple of bugs during this phase and they were also countered.
No additions/corrections. We're always looking for more translators so please join our Discord to see how you can help translating 🎉
For those on Windows who selected UTF-8 support throughout the system for Performous. This isn't needed anymore. You can revert to the original setting (which is unchecked). You can leave it checked as it doesn't provide much annoyances anyway.
Soon after the Performous 1.3.0 release we were notified about a couple of bugs. Sadly they weren't spotted during the testing phase so we had to bring out a patch for the last release.
Since this is a pre-release please help us test the latest version and make sure to report any issues you encounter. We'll then determine the priority and check if it gets fixed within the official release or not.
Issues can be made by using the issue template Questions can be asked within our Discord - User Support channel
No additions/corrections. We're always looking for more translators so please join our Discord to see how you can help translating 🎉
For those on Windows who selected UTF-8 support throughout the system for Performous. This isn't needed anymore. You can revert to the original setting (which is unchecked). You can leave it checked as it doesn't provide much annoyances anyway.
The past couple of months the focus was to ease the life of developers. This meant we had to make some more gains in automation, discuss a lot about how we want things to be done and standardizing and testing the code base.
In between the discussing a couple of bugs and new features were also fixed and added.
Thanks for everyone who helped testing the Pre Release we discovered a couple of bugs during this phase and they were also countered.
On Windows you might want to enable UTF-8 support throughout the system. This way windows can support special characters within song paths. There's already an item to fix this (#893) and two PR's to fix it.. but we did have some discussion in the team so this didn't make the final release. You can enable this feature by doing this:
The past couple of months the focus was to ease the life of developers. This meant we had to make some more gains in automation, discuss a lot about how we want things to be done and standardizing and testing the code base.
In between the discussing a couple of bugs and new features were also fixed and added.
Since this is a pre-release please help us test the latest version and make sure to report any issues you encounter. We'll then determine the priority and check if it gets fixed within the official release or not.
Issues can be made by using the issue template Questions can be asked within our Discord - User Support channel
On Windows you might want to enable UTF-8 support throughout the system. This way windows can support special characters within song paths. You can enable this by doing this:
Now for real an official new version where we patched a couple of things from the rc1 version.
It's been quite some time we've made a release (almost 6 years). Within this release we've mainly stabilized Performous and focused on automation and solving bugs. However there are also a few new features within this release!
We've made some big gains in automation. This is why we're going to change the releasing strategy. With the upcoming release we'll have a release candidate. A release candidate will be a branch on its own (with a tag) where only hotfixes will be applied to. After a succesful testing period we'll then make a release. If the testing period is not succesful we'll create a new release candidate and repeat the testing. Once a release candidate is ready we'll make a release branch and tag that branch as the official release.
We'll try to create more releases in less time. Preferably after every PR. As we always did we will use semver as version strategy.
Goblin One
font (@Lord-Kamina)Droid Sans
font (@Lord-Kamina)On Windows you might want to enable UTF-8 support throughout the system. This way windows can support special characters within song paths. You can enable this by doing this:
intl.cpl
It's been quite some time we've made a release (almost 6 years). Within this release we've mainly stabilized Performous and focused on automation and solving bugs. However there are also a few new features within this release!
We've made some big gains in automation. This is why we're going to change the releasing strategy. With the upcoming release we'll have a release candidate. A release candidate will be a branch on its own (with a tag) where only hotfixes will be applied to. After a succesful testing period we'll then make a release. If the testing period is not succesful we'll create a new release candidate and repeat the testing. Once a release candidate is ready we'll make a release branch and tag that branch as the official release.
We'll try to create more releases in less time. Preferably after every PR. As we always did we will use semver as version strategy.
Goblin One
font (@Lord-Kamina)Droid Sans
font (@Lord-Kamina)On Windows you might want to enable UTF-8 support throughout the system. This way windows can support special characters within song paths. You can enable this by doing this:
intl.cpl
This is mostly a bugfix release. But there are some small new features as well:
And some bugfixes:
Under the hood we now support compiling with newer ffmpeg versions and switched from GLEW to libepoxy, which should make GL support a bit more robust across all hardware.
This release comes with some new features and quite a lot of changes "under the hood". Most notable for user, we have a working Windows and OS X release again. This brings Windows users all the cool features from the 0.7.0 release like duet-mode and everything this release has to offer!
Performous was changed to use SDL2 instead of SDL, which should give a much better experience with fullscreen among other things.