This was the behaviour when building Godot 2.1, which allows to build against
Ubuntu 12.04 and its freetype that links old libpng12, while still bundling
libpng16.
This reverts commits 5fa1bb331a
and ec4be71fad.
Looks like Debian/Ubuntu are not even shipping libpng16 nowadays in their
stable releases, we'll have to go back to statically linking our own
libpng16 to wait for them to stop being 5 years behind everybody.
When instructing the window manager to (un)maximize a window, the resulting resolution
is recieved via an XEvent of type "ConfigureNotify".
The problem here was that these events were only handled in the `OS_X11::process_xevents()` method,
which is initially called on the first iteration of the main loop.
Because of this, the VideoMode still hadn't been updated yet when doing the boot splash setup.
Fix wrong path for 32-bit Windows, which fixes#7084
Exclude 32-bit Windows from multi-threaded linking because it's not supported by the NDK
Remove 32-bit Linux as there is no NDK variant for it
Done with `autopep8 --select=E7`, fixes:
- E701 - Put colon-separated compound statement on separate lines.
- E702 - Put semicolon-separated compound statement on separate lines.
- E703 - Put semicolon-separated compound statement on separate lines.
- E711 - Fix comparison with None.
- E712 - Fix (trivial case of) comparison with boolean.
- E713 - Fix (trivial case of) non-membership check.
- E721 - Fix various deprecated code (via lib2to3).
WebAssembly is still experimental, so disabled by default.
The HTML shell file now uses $GODOT_BASE, a placeholder for the
base filename, instead of $GODOT_JS, $GODOT_MEM and $GODOT_FS.
( @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
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.
Took the opportunity to undo the Godot changed made to the
opus source. The opus module should eventually be built in its
own environment to avoid polluting others with too many include
dirs and defines.
TODO: Fix the platform/ stuff for opus.
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.
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/
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
* 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.
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.
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()``
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.