The eventual goal of my game source was to have the same source compiling in Blitz3D and BlitzPlus, using 3D acceleration in Blitz3D and the windowed commands in BlitzPlus. This wouldn't be possible without a preprocessor - and mine was missing two key features.
Firstly, there was no automatic way to determine the compiler type. The preprocessor will now define either BLITZ3D or BLITZPLUS depending on what Blitz version you are running.
Secondly, it was incredibly difficult having the preprocessor installed in both Blitz3D and BlitzPlus. I never bothered - up until today my BlitzPlus never had my own preprocessor installed on it. The preprocessor now automatically declares environment variables, which should fix quite a few problems.
Added to that is the version 6.0 fixes (6.0 wasn't officially released), which are:
I guess the release will be in a day or two, all things going well.
Firstly, there was no automatic way to determine the compiler type. The preprocessor will now define either BLITZ3D or BLITZPLUS depending on what Blitz version you are running.
Secondly, it was incredibly difficult having the preprocessor installed in both Blitz3D and BlitzPlus. I never bothered - up until today my BlitzPlus never had my own preprocessor installed on it. The preprocessor now automatically declares environment variables, which should fix quite a few problems.
Added to that is the version 6.0 fixes (6.0 wasn't officially released), which are:
/* Changes Since 5.0
* Completely redid profiling. It's now sooo cool!
* Fixed a #Macro bug [I now clear out the conditional stack, what a mistake!]
* Fixed a #Define bug
* Added Enum
* Fixed a bug where double spaces between Function and the Function Name will interfere with profiling
* #ProfileNoFunctions
* #ProfileSection [Section]
* #EndProfileSection
* #Clamp Variable, Low, High
* Profiling now includes a separate HTML page per function.
*
* ProfileSections don't do any funky stack based things and so they have to be placed without overlap in terms of source position
*/
* Completely redid profiling. It's now sooo cool!
* Fixed a #Macro bug [I now clear out the conditional stack, what a mistake!]
* Fixed a #Define bug
* Added Enum
* Fixed a bug where double spaces between Function and the Function Name will interfere with profiling
* #ProfileNoFunctions
* #ProfileSection [Section]
* #EndProfileSection
* #Clamp Variable, Low, High
* Profiling now includes a separate HTML page per function.
*
* ProfileSections don't do any funky stack based things and so they have to be placed without overlap in terms of source position
*/
I guess the release will be in a day or two, all things going well.