Age | Commit message (Collapse) | Author |
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Unify network socket creation between platform.
Ensure IPV6_V6ONLY flag is not set on sockets (allow IPv4 connection in IPv6 socket, dual-stack).
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SuperUserNameMan/fix_win_standalone_msvc_and_mingw_incompatibilities
fix bug introduced by #6501
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( @Akien : this PR is for current HEAD only, not to be cherry-picked for 2.1.1 )
this is manual revertion of #6501 which introduced a bug that prevented
scons from detecting Mingw under Windows when MSVC was installed.
(thanks to @vnen for finding this)
AND
it fixes the actual bug that prevented scons from detecting MSVC standalone
compiler ( a confusions between ``VSINSTALLDIR`` and ``VCINSTALLDIR`` )
The freeware Standalone MSVC C++ Build Tools are available here :
http://landinghub.visualstudio.com/visual-cpp-build-tools
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Properly convert port field from network to system ordering on incoming packets.
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Adding IPv6 support
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The address size passed to network system calls now reflects the the actual IP type (v4 or v6).
Fix Windows and OSX ipv6 sockets
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Fix part of #6633
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Isolate XAudio2 driver
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Now it's possible to compile for Windows platform if wanted. It's
supported only for Windows 8 or later, so it's not enabled by default.
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SCsub: Add python shebang as a hint for syntax highlighting
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Also switch existing shebangs to "better" /usr/bin/env python.
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Not fully happy about the way this one interacts with the various
platforms. Maybe the platform_config.h should be generated by the
SCsub instead of passing a define just to know where is the header.
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SuperUserNameMan/windows_compile_with_standalone_msvc
scons detects standalone MSVC on Windows
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Improve debug focus behavior
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Under Windows, Scons is now capable of detecting and compiling with
standalone MSVC compilers (aka "Visual C++ Build Tools").
http://landinghub.visualstudio.com/visual-cpp-build-tools
Tried with version 2015, and native x86 and x64 compilers under
Windows 10 pro 64 and Windows 8.1 64, with the default Win8 SDK
provided by the "Visual C++ Build Tools" web-installer.
Follow the same compiling instructions than for compiling with Visual
Studio, except that Visual Studio is no more required.
KNOWN ISSUES :
- ``methods.detect_visual_c_compiler_version()`` will emit a warning message
on computers where the ``VSINSTALLDIR`` environement variable is not present.
But it should compile just fine and still automatically detects the 32 or
64 bits according to the compiler you picked.
TODO :
- eventually, update ``platform/winrt/dectet.py`` with function
``methods.msvc_is_detected()`` and try to compile winrt/UWP with
these standalone compilers (if you did not select Win10 SDK when
installing the standalone tools, you can run it again).
- update doc to make users aware of "Visual C++ Build Tools" aka
"stadalone MSVC".
- eventually, update ``methods.detect_visual_c_compiler_version()``
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Fix focusing debugged game on Windows
Add re-focusing editor on continue
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Fix the support for WinRT/UWP
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- Fix buildsystem for WinRT/UWP platform.
- Add audio driver and joystick mapping for WinRT.
- Enable thread class for WinRT.
- Refactor MSVC compiler architecture detection to methods.py, so it can
be used by Windows and WinRT.
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For reference, when you include a Windows header (be it directly windows.h or something that includes it)
put it at the end of the includes. it seems I forgot.
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This flag pauses the current running thread, allowing for the user to see the
alert and acknowledge it before the thread continues (and e.g. crashes :)).
Thanks to @SuperUserNameMan for finding it.
Ref: https://msdn.microsoft.com/en-us/library/windows/desktop/ms645505(v=vs.85).aspx
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Fix mouse wheel event position on Windows
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Add OS.request_attention() for Windows
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This reverts commit 85a5290ee8a4c95be19f086181379330baf0deed.
The patch itself is good and it could maybe be readded in the future,
but right now Microsoft forced its Windows 10 "update" on people with older
Intel HD Graphics 3000 IGP without ensuring that they can ship proper drivers,
and such users seem to get Godot crashing due to this patch. Sorry :(
Closes #5452.
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windows get_latin_keyboard_variant() implementation and gdscript binding, #5503
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When moving or resizing the window, Windows spins up a seperate event-loop, effectively blocking the normal one.
To work around this, we're starting a timer that will continue sending WM_TIMER messages which we can use to keep the mainloop running.
fixes #4695
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libpng: New version 1.6.27
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By providing a manifest specifying the targeted Windows versions (as per https://msdn.microsoft.com/en-us/library/windows/desktop/hh404233(v=vs.85).aspx#_______supporting_high_contrast_themes_in_windows_8_and_later) now the Godot editor renders normally under a high contrast theme on Windows, instead of staying white/black.
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neccesary for libpng 1.6.27 to work silently
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Windows: Support gamepad vibration using XInput.
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Also removes a couple wrong Godot headers from third-party source files.
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fixes #5155
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on x11.
closes #5119
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