Few days ago I’ve pushed a new release of voxeliq v0.2.

It contains major improvements over the last year’s version;

  • More code cleanup & bug-fixes.
  • Improved mesh optimization (http://blog.int6.org/development/voxeliq-engine/improved-mesh-optimization/)
  • Added unit tests for engine.
  • Implemented a basic & buggy console & commands subsystem.
  • Implemented a very primitive blocky sky & clouds.
  • Improved logging & configuration facilities.
  • Implemented platform manager that can identify running platform & frameworks.
  • Added vsync & fixed timesteps options to config.ini.
  • Log targets are now also configured in config.ini now.
  • Added an engine.log file log-target.
  • Fixed a bug where chunks in cache-range were not lightened as expected.
  • Added cache-range checks.
  • Improved Chunk’s and Block’s string representation.
  • Fixed issue #18 where view-range value was incorrectly used when calculating cache width and height. Instead cache-range had to be used and fixed so.
  • Fixed Chunk.FastSetBlockAt() so that minus world coordinates also work. ChunkCache.GetChunk is also fixed for minus values. Player is now spawned at 0,0.
  • Moved chunk statistics calculation to ChunkCache.Draw() – finally the values are preserved, which eventually fixes the chunk debug graph bugs.
  • Added chunk removal queue debug-graph.
  • Fixed a tiny capture mouse & mouse visibility bug.
  • Moved ini-file based config-classes from Engine to Client project. Engine is now free of both Nini reference and the ini file itself. The actual game can do what-ever he wants when he supplies parameters to EngineConfig.
  • The Engine ctor() will now throw an exception when additional instances created (Discussed in issue #43).

Though being a major step with new functionality, I decided to abandon the code base and moved it to /contrib.

But why?

  • Because it just started as a hack & slash project as mooege, growth unintentionally.
  • It was primarily a hack to learn to cook block based games.  So did I. But the code growth every day with every feature I tried out and eventually become bloatware.
  • I started to develop it with XNA and then ported major parts to MonoGame. Still it’s quite hard to maintain both of them together. I’ll be just targeting MonoGame from now on as XNA is already dead.
  • I invented some freaking bugs which initially didn’t exist. I’m already too late to go backwards through commit history to hunt them. As the code uses every bit of available optimizations to improve the performance, you really need practice test driven development which current code base doesn’t.

So?

I already moved the old codebase to /contrib and got some clean space there. I’ll be slowly porting / re-implementing the old-code from scratch – this time with proper tests. So probably until a short time, I won’t be able to publish cool looking screenshots of new features but once I’m all done, I hope to have a clean block-engine code base which I hope that people will find interesting & start contributing. And yes, I’m eager to port it to every platform that MonoGame supports, including Ouya!

So MonoGame is a great technology that allows us write common C# code and deploy our games to Windows-Desktop,  Windows-Metro, Windows-Phone, MacOS, Linux, IOS, Android, Ouya and even more. Being able to write portable code is great for us indie developers, though still your code may need some platform specific parts.

With our latest game Frenzied (which can run on Windows, Windows-Metro, Windows Phone 7, Windows Phone 8, Android, MacOS and Linux atm), we introduced our in-house platform-managment concept which we decided to blog about, so that others can also utilize.

Here’s how we are managing multiple-platforms for Frenzied;

First of all we created per-platform solution files;

Solution Files

Each project defines it’s own conditional compilation symbols so we can distinguish them;

Conditional Symbols

Then we defined some enums, the first one is Platforms;

    /// <summary>
    /// Platforms.
    /// </summary>
    public enum Platforms
    {
        Windows,
        WindowsMetro,
        WindowsPhone7,
        WindowsPhone8,
        Linux,
        MacOS,
        Android,
        IOS,
        PSP,
        Ouya,
    }

GraphicsAPI enum;

    /// <summary>
    /// Graphics API's.
    /// </summary>
    public enum GraphicsAPI
    {
        DirectX9,
        DirectX11,
        OpenGL,
    }

Frameworks enums;

    /// <summary>
    /// .Net frameworks.
    /// </summary>
    public enum NetFrameworks
    {
        DotNet,
        Mono
    }

    /// <summary>
    /// Game frameworks.
    /// </summary>
    public enum GameFrameworks
    {
        XNA,
        MonoGame
    }

Then we implemented our static PlatformManager class, that will be responsible for identifying current platform and running appropriate code.

using System;
using Microsoft.Xna.Framework;

namespace Frenzied.Platforms
{
    /// <summary>
    /// Platform Manager that identifies platforms & manages them.
    /// </summary>
    public static class PlatformManager
    {
        /// <summary>
        /// The current platform.
        /// </summary>
        public static Platforms Platform { get; private set; }

        /// <summary>
        /// Current .Net framework.
        /// </summary>
        public static NetFrameworks DotNetFramework { get; private set; }

        /// <summary>
        /// Current .Net framework's version.
        /// </summary>
        public static Version DotNetFrameworkVersion { get; private set; }

        /// <summary>
        /// Current game framework.
        /// </summary>
        public static GameFrameworks GameFramework { get; private set; }

        /// <summary>
        /// Current game framework's version.
        /// </summary>
        public static Version GameFrameworkVersion { get; private set; }

        /// <summary>
        /// Current graphics api.
        /// </summary>
        public static GraphicsAPI GraphicsApi { get; private set; }

        /// <summary>
        /// Handler for current platform.
        /// </summary>
        public static PlatformHandler PlatformHandler { get; private set; }

        /// <summary>
        /// Helper for current platform.
        /// </summary>
        public static PlatformHelper PlatformHelper { get; private set; }

        static PlatformManager()
        {
            IdentifyPlatform();
        }

        /// <summary>
        /// Should be called by platform-specific startup code.
        /// </summary>
        public static void Startup()
        {
            PlatformHandler.PlatformEntrance(); // run the appropriate platform entrace code.
        }

        /// <summary>
        /// Should be called by actual game code's Initialize() method.
        /// </summary>
        /// <param name="graphicsDeviceManager">The <see cref="GraphicsDeviceManager"/>.</param>
        public static void Initialize(GraphicsDeviceManager graphicsDeviceManager)
        {
            PlatformHandler.Initialize(graphicsDeviceManager); // rtun the appropriate platform initialization code.
        }

        /// <summary>
        /// Identifies the current platform and used frameworks.
        /// </summary>
        private static void IdentifyPlatform()
        {
            // find base platform.
            #if WINDOWS && DESKTOP
                Platform = Platforms.Windows;
                PlatformHandler = new Windows.WindowsPlatform();
                PlatformHelper = new Windows.WindowsHelper();
            #elif WINDOWS && METRO
                Platform = Platforms.WindowsMetro;
                PlatformHandler = new WindowsMetro.WindowsMetroPlatform();
                PlatformHelper = new WindowsMetro.WindowsMetroHelper();
			#elif LINUX && DESKTOP
				Platform = Platforms.Linux;
				PlatformHandler = new Linux.LinuxPlatform();
			#elif MACOS && DESKTOP
				Platform=Platforms.MacOS;
				PlatformHandler = new MacOS.MacOSPlatform();
            #elif WINPHONE7
                Platform = Platforms.WindowsPhone7;
                PlatformHandler = new WindowsPhone7.WindowsPhone7Platform();
            PlatformHelper = new WindowsPhone7.WindowsPhone7Helper();
            #elif WINPHONE8
                Platform = Platforms.WindowsPhone8;
                PlatformHandler = new WindowsPhone8.WindowsPhone8Platform();
                PlatformHelper = new WindowsPhone8.WindowsPhone8Helper();
            #elif ANDROID
                Platform = Platforms.Android;
                PlatformHandler = new Android.AndroidPlatform();
			#elif IOS
				Platform = Platforms.IOS;
				PlatformHandler = new IOS.IOSPlatform();
            #endif

            if (PlatformHandler == null)
                throw new Exception("Unsupported platform!");

            // find dot.net framework.
            DotNetFramework = IsRunningOnMono() ? NetFrameworks.Mono : NetFrameworks.DotNet;

            // find dot.net framework and game framework version.
            #if METRO
                DotNetFrameworkVersion = System.Reflection.IntrospectionExtensions.GetTypeInfo(typeof(Object)).Assembly.GetName().Version;
                GameFrameworkVersion = System.Reflection.IntrospectionExtensions.GetTypeInfo(typeof(Microsoft.Xna.Framework.Game)).Assembly.GetName().Version;
            #else
                DotNetFrameworkVersion = Environment.Version;
                #if WINPHONE7 || WINPHONE8
                    GameFrameworkVersion = new Version(typeof(Microsoft.Xna.Framework.Game).Assembly.FullName.Split(',')[1].Split('=')[1]);
                #else
                    GameFrameworkVersion = System.Reflection.Assembly.GetAssembly(typeof(Microsoft.Xna.Framework.Game)).GetName().Version;
                #endif
            #endif

            // find game framework & graphics-api.
            #if XNA
                GameFramework = GameFrameworks.XNA;
                GraphicsApi = GraphicsAPI.DirectX9;
            #elif MONOGAME
                GameFramework = GameFrameworks.MonoGame;
                #if DIRECTX11
                    GraphicsApi = GraphicsAPI.DirectX11;
                #elif OPENGL
                    GraphicsApi = GraphicsAPI.OpenGL;
                #endif
            #endif
        }

        /// <summary>
        /// Returns true if code runs over Mono framework.
        /// </summary>
        /// <returns>true if running over Mono, false otherwise.</returns>
        public static bool IsRunningOnMono()
        {
            return Type.GetType("Mono.Runtime") != null;
        }
    }
}

To get PlatformManager working we have to make two basic calls, the PlatformManager.Startup() and PlatformManager.Initialize(). Startup() call should be made from Program.cs for platforms that have a Main() entrance point where you run the game.

using Frenzied.Platforms;

namespace Frenzied
{
    /// <summary>
    /// The main class.
    /// </summary>
    public static class Program
    {
        /// <summary>
        /// The main entry point for the application.
        /// </summary>
		static void Main()
        {
            PlatformManager.Startup();
        }
    }
}

And in Game.cs (or what-ever you call the Game class) within Initialize() function you have to call PlatformManager.Initialize().

namespace Frenzied
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class FrenziedGame : Game
    {        
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            ...

            PlatformManager.Initialize(this._graphicsDeviceManager);       

            ...

            base.Initialize();
        }
    }
}

So PlatformManager will be doing all the hard-work for us. Note that how we handle it specific PlatformHandler and PlatformHelpers instances for each platform.

PlatformHandler is the base class that we can extend to implement our platform specific initialization code and so;

using Microsoft.Xna.Framework;

namespace Frenzied.Platforms
{
    public class PlatformHandler
    {
        protected GraphicsDeviceManager GraphicsDeviceManager;

        public PlatformConfig PlatformConfig;

        public virtual void PlatformEntrance() 
        { }

        public virtual void Initialize(GraphicsDeviceManager graphicsDeviceManager)
        { }
    }
}

Note the PlatformConfig field that allows us to use platform-specific configuration. So you can for example enable mouse for a platform and disable it for mobiles.

namespace Frenzied.Platforms
{
    public class PlatformConfig
    {
        /// <summary>
        /// Gets or sets if mouse is visible for the platform.
        /// </summary>
        public bool IsMouseVisible { get; set; }

        /// <summary>
        /// Gets or sets a value indicating whether to use fixed time steps.
        /// </summary>
        public bool IsFixedTimeStep { get; set; }

        public GraphicsConfig Graphics { get; private set; }

        /// <summary>
        /// Creates a new instance of platform-config.
        /// </summary>
        public PlatformConfig()
        {
            // init. sub-configs.
            this.Graphics = new GraphicsConfig();

            // set the defaults.
            this.IsMouseVisible = false;
            this.IsFixedTimeStep = false;
        }
    }
}

PlatformHelper is the base class that we can extend to implement common functionality that needs platform specific code. The best example that comes our mind probably is launching default web-browser.

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace Frenzied.Platforms
{
    public class PlatformHelper
    {
        public virtual void LaunchURI(string url)
        { }
    }
}

Let’s start implementing our handlers and helpers for each platforms;

Windows-Desktop

using Microsoft.Xna.Framework;

namespace Frenzied.Platforms.Windows
{
    public class WindowsPlatform : PlatformHandler
    {
        public WindowsPlatform()
        {
            this.PlatformConfig = new PlatformConfig()
                {
                    IsMouseVisible = true,
                    IsFixedTimeStep = false,
                    Graphics = {ExtendedEffects = true},
                };
        }

        public override void PlatformEntrance()
        {
            using (var game = new FrenziedGame())
            {
                game.Run();
            }
        }

        public override void Initialize(GraphicsDeviceManager graphicsDeviceManager)
        {
            this.GraphicsDeviceManager = graphicsDeviceManager;

            this.GraphicsDeviceManager.PreferredBackBufferWidth = 1280;
            this.GraphicsDeviceManager.PreferredBackBufferHeight = 720;
            this.GraphicsDeviceManager.ApplyChanges();
        }
    }
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace Frenzied.Platforms.Windows
{
    public class WindowsHelper : PlatformHelper
    {
        public override void LaunchURI(string url)
        {
            System.Diagnostics.Process.Start(url);
        }
    }
}

Windows-Metro

using Microsoft.Xna.Framework;

namespace Frenzied.Platforms.WindowsMetro
{
    public class WindowsMetroPlatform : PlatformHandler
    {
        public WindowsMetroPlatform()
        {
            this.PlatformConfig = new PlatformConfig()
            {
                IsMouseVisible = true,
                IsFixedTimeStep = false,
                Graphics = { ExtendedEffects = true },
            };
        }

        public override void PlatformEntrance()
        {
            var factory = new MonoGame.Framework.GameFrameworkViewSource<FrenziedGame>();
            Windows.ApplicationModel.Core.CoreApplication.Run(factory);
        }

        public override void Initialize(GraphicsDeviceManager graphicsDeviceManager)
        {
            this.GraphicsDeviceManager = graphicsDeviceManager;
        }
    }
}
using System;
using Windows.System;

namespace Frenzied.Platforms.WindowsMetro
{
    public class WindowsMetroHelper : PlatformHelper
    {
        public async override void LaunchURI(string url)
        {
            await Launcher.LaunchUriAsync(new Uri(url));
        }
    }
}

 Windows Phone 7

using Microsoft.Xna.Framework;

namespace Frenzied.Platforms.WindowsPhone7
{
    public class WindowsPhone7Platform : PlatformHandler
    {
        public WindowsPhone7Platform()
        {
            this.PlatformConfig = new PlatformConfig
                {
                    IsMouseVisible = false,
                    IsFixedTimeStep = false,
                    Graphics = {ExtendedEffects = false},
                };
        }

        public override void PlatformEntrance()
        {
            using (var game = new FrenziedGame())
            {
                game.Run();
            }
        }

        public override void Initialize(GraphicsDeviceManager graphicsDeviceManager)
        {
            this.GraphicsDeviceManager = graphicsDeviceManager;

            this.GraphicsDeviceManager.SupportedOrientations = DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight;
            this.GraphicsDeviceManager.PreferredBackBufferWidth = 800;
            this.GraphicsDeviceManager.PreferredBackBufferHeight = 480;
            this.GraphicsDeviceManager.IsFullScreen = true;
            this.GraphicsDeviceManager.ApplyChanges();
        }
    }
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Phone.Tasks;

namespace Frenzied.Platforms.WindowsPhone7
{
    public class WindowsPhone7Helper : PlatformHelper
    {
        public override void LaunchURI(string url)
        {
            var task = new WebBrowserTask {Uri = new Uri(url)};
            task.Show();
        }
    }
}

 Windows Phone 8

using Microsoft.Xna.Framework;

namespace Frenzied.Platforms.WindowsPhone8
{
    public class WindowsPhone8Platform : PlatformHandler
    {
        public WindowsPhone8Platform()
        {
            this.PlatformConfig = new PlatformConfig()
            {
                IsMouseVisible = false,
                IsFixedTimeStep = false,
                Graphics = { ExtendedEffects = true },
            };
        }

        public override void Initialize(GraphicsDeviceManager graphicsDeviceManager)
        {
            this.GraphicsDeviceManager = graphicsDeviceManager;

            this.GraphicsDeviceManager.IsFullScreen = true;
            this.GraphicsDeviceManager.SupportedOrientations = DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight;            
            this.GraphicsDeviceManager.PreferredBackBufferWidth = 1280;
            this.GraphicsDeviceManager.PreferredBackBufferHeight = 720;
            this.GraphicsDeviceManager.ApplyChanges();
        }
    }
}
using System;
using Windows.System;

namespace Frenzied.Platforms.WindowsPhone8
{
    public class WindowsPhone8Helper : PlatformHelper
    {
        public async override void LaunchURI(string url)
        {
            await Launcher.LaunchUriAsync(new Uri(url));
        }
    }
}

Android

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

using Android.App;
using Android.Content;
using Android.OS;
using Android.Runtime;
using Android.Views;
using Android.Widget;
using Microsoft.Xna.Framework;

namespace Frenzied.Platforms.Android
{
    public class AndroidPlatform : PlatformHandler
    {
        public AndroidPlatform()
        {
            this.PlatformConfig = new PlatformConfig()
                {
                    IsMouseVisible = false,
                    IsFixedTimeStep = false,
                };
        }

        public override void Initialize(GraphicsDeviceManager graphicsDeviceManager)
        {
            this.GraphicsDeviceManager = graphicsDeviceManager;

            this.GraphicsDeviceManager.PreferredBackBufferWidth = 800;
            this.GraphicsDeviceManager.PreferredBackBufferHeight = 480;
            this.GraphicsDeviceManager.SupportedOrientations = DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight;
            this.GraphicsDeviceManager.ApplyChanges();
        }
    }
}

 IOS

using System;
using Microsoft.Xna.Framework;

namespace Frenzied.Platforms.IOS
{
	public class IOSPlatform : PlatformHandler 
	{
		public IOSPlatform()
		{
			this.PlatformConfig = new PlatformConfig()
			{
				IsMouseVisible = false,
				IsFixedTimeStep = false,
			};
		}

		public override void PlatformEntrance()
		{
			FrenziedGame game;

			game = new FrenziedGame ();
			game.Run ();
		}

		public override void Initialize(GraphicsDeviceManager graphicsDeviceManager)
		{
			this.GraphicsDeviceManager = graphicsDeviceManager;

			this.GraphicsDeviceManager.PreferredBackBufferWidth = 1280;
			this.GraphicsDeviceManager.PreferredBackBufferHeight = 720;
			this.GraphicsDeviceManager.ApplyChanges();
		}
	}
}

 Linux

using System;
using Microsoft.Xna.Framework;

namespace Frenzied.Platforms.Linux
{
	public class LinuxPlatform : PlatformHandler 
	{
        public LinuxPlatform()
        {
            this.PlatformConfig = new PlatformConfig()
                {
                    IsMouseVisible = true,
                    IsFixedTimeStep = false,
                };
        }

        public override void PlatformEntrance()
        {
            using (var game = new FrenziedGame())
            {
                game.Run();
            }
        }

        public override void Initialize(GraphicsDeviceManager graphicsDeviceManager)
        {
            this.GraphicsDeviceManager = graphicsDeviceManager;

            this.GraphicsDeviceManager.PreferredBackBufferWidth = 1280;
            this.GraphicsDeviceManager.PreferredBackBufferHeight = 720;
            this.GraphicsDeviceManager.ApplyChanges();
        }
	}
}

 MacOS

using System;
using Microsoft.Xna.Framework;
using MonoMac.AppKit;
using MonoMac.Foundation;

namespace Frenzied.Platforms.MacOS
{
	public class MacOSPlatform : PlatformHandler 
	{
		public MacOSPlatform()
		{
			this.PlatformConfig = new PlatformConfig()
			{
				IsMouseVisible = true,
				IsFixedTimeStep = false,
			};
		}

		public override void PlatformEntrance()
		{
			NSApplication.Init ();

			using (var p = new NSAutoreleasePool ()) {
				NSApplication.SharedApplication.Delegate = new AppDelegate ();
				NSApplication.Main (null);
			}
		}

		public override void Initialize(GraphicsDeviceManager graphicsDeviceManager)
		{
			this.GraphicsDeviceManager = graphicsDeviceManager;

			this.GraphicsDeviceManager.PreferredBackBufferWidth = 1280;
			this.GraphicsDeviceManager.PreferredBackBufferHeight = 720;
			this.GraphicsDeviceManager.ApplyChanges();
		}
	}

	class AppDelegate : NSApplicationDelegate
	{
		FrenziedGame game;

		public override void FinishedLaunching (MonoMac.Foundation.NSObject notification)
		{
			game = new FrenziedGame ();
			game.Run ();
		}

		public override bool ApplicationShouldTerminateAfterLastWindowClosed (NSApplication sender)
		{
			return true;
		}
	}  
}

That’s all! Now we can;

  • Manage our target platforms all together and have seperate platform specific code.
  • Have platform specific configuration (ie, hiding the mouse for specific platforms).
  • Have platform specific code to run behind scenes to implement common functionality (like opening a given URI in default web-browser).

I hope you enjoyed the article, if so please spread/tweet the word 🙂 If you have any questions please don’t hesitate to send a comment!

Note: I did not implement PlatformHelpers for IOS, Android, MacOS, Linux yet but should be pretty easy to do so!

We have decided to use the awesome gource to visualize the history of MonoGame‘s github repository and the output is fascinating!

So here is how we did;

Step 1 – fetching avatars

To download available avatars for commiters, we used the gravatar script provided in gource’s related wiki page.

#!/usr/bin/perl
#fetch Gravatars

use strict;
use warnings;

use LWP::Simple;
use Digest::MD5 qw(md5_hex);
use Thread::Pool::Simple;

my $size       = 90;
my $output_dir = '.git/avatar';

system("no .git/ directory found in current path\n") unless -d '.git';

mkdir($output_dir) unless -d $output_dir;

open(GITLOG, q/git log --pretty=format:"%ae|%an" |/) or die("failed to read git-log: $!\n");

my %processed_authors;

sub fetch
{
    #try and fetch image
    my ($name, $email, $author_image_file) = @_;
    my $grav_url = "http://www.gravatar.com/avatar/".md5_hex(lc $email)."?d=404&s=".$size;

    warn "fetching image for '$name' $email ($grav_url)...\n";

    my $rc = getstore($grav_url, $author_image_file);
    if($rc != 200) {
        unlink($author_image_file);
    }
}

my $pool = Thread::Pool::Simple->new(min => 10, max => 20, do => [\&fetch]);

while() {
    chomp;
    my($email, $author) = split(/\|/, $_);

    next if $processed_authors{$author}++;

    my $author_image_file = $output_dir . '/' . $author . '.png';
    #skip images we have
    next if -e $author_image_file;

    $pool->add(($author, $email, $author_image_file));
}
$pool->join();

close GITLOG;

 Step 2 – run the gource over git repository

E:\dev-software\gource\gource --hide filenames --title "MonoGame Git Visualization" --user-image-dir E:\Source\[email protected]\.git\avatar --logo logo.png --seconds-per-day 0.01 -1280x720 -e 0.5 -o monogame.ppm E:\Source\[email protected]

Step 3 – render the video with ffmpeg

E:\dev-software\gource\ffmpeg\bin\ffmpeg -y -r 60 -f image2pipe -vcodec ppm -i monogame.ppm -vcodec libx264 -preset ultrafast -crf 18 -pix_fmt yuv420p -threads 0 -bf 0 monogame.avi

Bingo!

 

As you may know the popular gaming stream service own3d.tv decided to cease it’s operations.

So we have just released v0.51 update for eggrr which removes the own3d.tv support completely. It was also a good opportunity to push the favorites feature that was waiting in source repository.

As you can see in the screenshot below, you can now mark games & streams as featured.

eggrr 0.51

Here’s the full change-log of the update;

0.51.0

  • Added support for favorites feature – you can favorite games & streams!
  • Favorites feature will use roaming profile so your favorites will be available on your all computers.
  • Improved visual styles & look.
  • Removed own3d.tv support as the service is closed. RIP own3d.tv!
  • Improved app-bar button’s styles.

Go grab eggrr from Windows 8 app-store.