Age | Commit message (Collapse) | Author |
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Note that there are two Godot-specific changes made to libwebp
for the javascript/HTML5 platform. They are documented in the
README.md.
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Building against shared libraries only implemented for Linux X11 so far.
TODO: Document Godot's modifications of upstream enet.
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Uses the new structure agreed upon in #6157, but the thirdparty/ folder
does not behave following a logic similar to that of modules/ yet.
The png driver can't be moved to a module as discussed in #6157, as it's
required by core together with a few other ImageLoader implementations
(see drivers/register_driver_types.cpp:register_core_driver_types())
Dropped the possibility to disable PNG support, it's a core component
of Godot.
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As mentioned by upstream, Xiph.Org [0]:
> The Speex codec has been obsoleted by Opus. It will continue to be
> available, but since Opus is better than Speex in all aspects,
> users are encouraged to switch.
[0] http://www.speex.org/
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Fix compile flags not getting to the Android build
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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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* This allows building when ALSA libs are in a non-standard location. PKG_CONFIG_PATH alone is not enough as the final link fails. Adding this makes the final link succeed.
* The extra LIBS flag for alsa is not needed so removing.
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Fix manifest generation bug in Android export
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The bug was that the release events for these also had the modifier state set, so the event comparison
failed.
Fixes #5901
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Now it does not try to build if the solution is not found. This way it's
possible to provide a minimal package with includes and libs and make it
build correctly.
Also remove messages from detect.py since it is ran for every platform
target.
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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 some more warnings
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Fix the support for WinRT/UWP
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Change Android float ABI to hard
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osx: Support gamepad input.
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Fix Android build (#5645)
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- Use OPENSSL_ENABLED definition to the whole source to detect it
anywhere.
- Add WinRT/UWP template files with manifest and default images.
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Fixes #3881
Vibration support is not optimal yet as it doesn't try to emulate the "weak" and "strong" motor strength,
but just takes the parameter with the highest value for the vibration gain.
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Also removed the obsolete iOS xcode template.
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There's now a dependency on external ANGLE code, those are not needed
anymore.
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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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Windows: Hide the mouse cursor when MOUSE_MODE_CAPTURED is activated.
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Add JavaScript eval interface to web export
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x11: Use proper sonames for loading libXrandr.
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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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