* Created a static library configuration for the Visual Studio 2010 project
* Added a hint to create the Direct3D device with support for multi-threading:
SDL_HINT_RENDER_DIRECT3D_THREADSAFE
* Added a function to get the D3D9 adapter index for a display:
SDL_Direct3D9GetAdapterIndex()
* Added a function to get the D3D9 device for a D3D9 renderer:
SDL_RenderGetD3D9Device()
* Fixed building SDL with the mingw32 toolchain (mingw-w64 is preferred)
* Fixed crash when using two XInput controllers at the same time
* Fixed detecting a mixture of XInput and DirectInput controllers
* Fixed clearing a D3D render target larger than the window
* Improved support for format specifiers in SDL_snprintf()
Mac OS X:
* Added support for retina displays:
Create your window with the SDL_WINDOW_ALLOW_HIGHDPI flag, and then use SDL_GL_GetDrawableSize() to find the actual drawable size. You are responsible for scaling mouse and drawing coordinates appropriately.
* Fixed mouse warping in fullscreen mode
* Right mouse click is emulated by holding the Ctrl key while left clicking
Linux:
* Fixed float audio support with the PulseAudio driver
* Fixed missing line endpoints in the OpenGL renderer on some drivers
* X11 symbols are no longer defined to avoid collisions when linking statically
iOS:
* Fixed status bar visibility on iOS 7
* Flipped the accelerometer Y axis to match expected values
Android:
IMPORTANT: You MUST get the updated SDLActivity.java to match C code
* Moved EGL initialization to native code
* Fixed the accelerometer axis rotation relative to the device rotation
* Fixed race conditions when handling the EGL context on pause/resume
* Touch devices are available for enumeration immediately after init
Raspberry Pi:
* Added support for the Raspberry Pi, see README-raspberrypi.txt for details