virtualx-engine/platform
Rémi Verschelde 58898a5484
Linux: Add support for arm64 and arm32 export templates
This is done in a hacky way, mostly to keep it simple and avoid having
to do a refactoring of the `EditorExportPlatform` interface.

Only Windows and Linux use `EditorExportPlatformPC`, and thus to
handle the new architectures for Linux, we simply do a few checks here
and there with a couple new methods to register the export template
names for Linux arm64 and arm32.

For Godot 4.0, we did refactor everything to allow exporting binaries
for different architectures cleanly. For 3.6, which is likely the last
feature release for the 3.x branch, I tend to cut corners as these
improvements will be shorter lived and thus new tech debt isn't as big
a concern.
2024-01-18 15:38:32 +01:00
..
android Update the logic used to start / stop the GL thread 2023-12-20 20:38:34 -08:00
iphone Add project settings for AVAudioSessionCategory on iOS 2024-01-10 13:33:11 +01:00
javascript Web: Fix version check for missing scalbnf LTO workaround 2023-10-30 14:49:14 +01:00
osx [macOS, 3.x] Use occlusionState to determine when window is drawable. 2023-10-11 11:49:38 +03:00
server Return exit code 0 when running --version or --help 2023-10-20 11:26:38 +02:00
uwp UWP: Fix VS 2017 build with new get_unique_id method 2024-01-17 11:24:19 +01:00
windows Build system: add option for MSVC incremental linking. 2023-10-30 14:49:13 +01:00
x11 Linux: Add support for arm64 and arm32 export templates 2024-01-18 15:38:32 +01:00
register_platform_apis.h One Copyright Update to rule them all 2023-01-10 15:26:54 +01:00
SCsub SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00