These days, Adam implemented directly in OpenD support on Windows for executable icons. And it looked really awesome, I asked for the implementation so I got that also inside redub. You can easily add that by specifying inside your recipe file:
```json
"icon": [
   "logo256x256.png",
   "logo16x16.png",
   "logo32x32.png"
]
```
And that's it. All that you require to get sweet icons on your executable like that: ![Windows Icons](https://media.discordapp.net/attachments/272822912036372480/1509716593985327264/image.png?ex=6a1ad965&is=6a1987e5&hm=c19fadb36ac6a4cc8c381ed7af8f85ec0fe48831a613dc9b9f9a386a2c3aa3ca&=&format=webp&quality=lossless&width=1248&height=526)

I thought it was really cool and I've gone farther and added it to macOS too. Which also needed more implementation than on Windows since you get the entire .app structure. But now we get to feel like an official build tool!

![MacOS App](https://media.discordapp.net/attachments/1240673606669697065/1509947855899590827/image.png?ex=6a1b0806&is=6a19b686&hm=69d6144d36c334fc1d35986e6ff39a33d236641d8dcb9ed43d3d12b749c67e5d&=&format=webp&quality=lossless&width=2698&height=246)

Since macOS needs an entire folder structure, I added it under a flag called `redub build --bundle`. I could do it automatically, that could happen in the future since that's the only way to get icons and it may sound redundant, but nevertheless, it might be better to be optional as you won't do any extra processing.


Regardless of the new features, redub has been much more into stability maintenance, special thanks to WebFreak that pointed out multiple things that were missing comparing to dub, specially regarding the script commands. Some new features also include that you can also specify the compiler version to run by using `redub [email protected]` and things like that, which was kinda a request misunderstanding I had, but it did improve the situation as you don't need to keep changing the compiler globally with `redub use`.

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