|
1e22fc15
|
2018-12-30T15:41:28
|
|
Android: fixed comments and spaces
|
|
2a412eb9
|
2018-12-30T15:39:37
|
|
Fixed bug 3186 - Android SW keyboard not restored when app becomes foreground.
|
|
9cdd0dd9
|
2018-12-29T17:59:34
|
|
PSP renderer: use colors from 'draw' union (very likely, but un-tested)
|
|
ebd9efb3
|
2018-12-29T16:37:44
|
|
opengles 1: same fix as in bug #4433
|
|
87b76369
|
2018-12-29T16:34:50
|
|
opengles 1: use color from 'draw' union in SetDrawState()
|
|
dc344360
|
2018-12-21T20:53:31
|
|
render: Fix internal state getting out of sync when destroying a texture that was just rendered and then creating a new one, in the GL and GLES2 backends. Fixes bug #4433.
|
|
0a705901
|
2018-12-19T18:10:02
|
|
render: Prefer the Metal renderer over OpenGL.
This is the best option for macOS and iOS, the only platforms with Metal.
Pre-Metal versions of these platforms will fall back to OpenGL (ES), as
appropriate.
Huge thanks to Alexander Szpakowski, who worked incredibly hard to get the
Metal renderer to such a high-quality state!
|
|
c7db6ade
|
2018-12-19T18:27:21
|
|
metal: Implement SDL_LockTexture for YUV formats.
|
|
ce8c716a
|
2018-12-18T14:23:05
|
|
metal: Implement SDL_LockTexture for non-YUV textures.
|
|
c0c8f2d7
|
2018-12-16T11:15:21
|
|
Gesture: remove warnings when ENABLE_DOLLAR is undefined.
|
|
13869f19
|
2018-12-16T01:03:17
|
|
cocoa: Implement OpenGL swap interval support with CVDisplayLink.
Not only does this fix macOS 10.14 ("Mojave")'s broken NSOpenGLCPSwapInterval
support, it also lets us implement "adaptive vsync" on macOS!
CVDisplayLink is supported back to macOS 10.4 ("Tiger"), so we just use it
universally without version checks and dump NSOpenGLCPSwapInterval, Mojave or
not.
|
|
1ed60219
|
2018-12-15T16:21:24
|
|
Fixed bug 4426 - allows re-creation of software renderer
Switching between renderers "software -> opengl -> opengles2 -> software" fails.
"opengl -> opengles2" calls SDL_RecreateWindow() and frees "window->surface"
without marking it as "surface_invalid".
|
|
18296927
|
2018-12-15T09:57:05
|
|
emscripten: SDL_PrivateJoystickAdded() wants an instance id, not device index.
|
|
e5476c65
|
2018-12-15T14:50:12
|
|
Fixed bug 4425 - promote to alpha format, palette surface with alpha values.
SDL_CreateTextureFromSurface() forgets to choose a texture format with alpha for
surfaces that have palettes with alpha values.
|
|
bd08d72d
|
2018-12-11T20:04:10
|
|
Fixed building with the 10.10 SDK
|
|
98829d37
|
2018-12-11T19:50:58
|
|
Handle both "Sony Interactive Intertainment" and "Sony Computer Entertainment" when ignoring motion sensors
|
|
1c9595b1
|
2018-12-08T11:06:40
|
|
Fixed bug 4415 - SDL menu bar is nonstandard on Mac
foo.null
I'm on macOS 10.14 and I think I'm using or around SDL 2.0.9. This is about the menu bar that SDL sets up which looks like:
<App Name> <Window> <View>
1. View menu never proceeds after the Window menu in any Mac application (it is always before).
2. For SDL, the only purpose of the View menu is for a single fullscreen menu item, which is not justifiable enough to reserve space for a menu. The View menu should thus be removed, and the full screen menu item should be added at the end inside of Window's menu. See built in apps like Dictionary, Chess, App Store (on 10.14) that do this.
3. SDL should add a "Close" menu item to the Window's submenu, and it should be the first item. Its key equivalent should map to command w. Without this, you cannot close the game window via this shortcut, and you cannot close the app's About window via this shortcut.
4. Apps typically use "Enter Full Screen" or "Exit Full Screen" depending on context, not "Toggle Full Screen" which is less user friendly -- I personally care about this point the least.
|
|
70ce0f2e
|
2018-12-07T12:02:08
|
|
Added the hint SDL_HINT_GAMECONTROLLERCONFIG_FILE to specify a file to load at initialization containing SDL game controller mappings
|
|
0b6e24f7
|
2018-12-06T14:26:18
|
|
Linux Haptic: Fix periodic.magnitude value
|
|
898644d1
|
2018-12-06T09:09:05
|
|
Made it more clear that the values being compared are floats
|
|
f9192ab8
|
2018-12-06T10:39:33
|
|
wayland: Do not try to lock on an invalid pointer
This happens if you try to lock the pointer and (caps & WL_SEAT_CAPABILITY_POINTER) is false
Leading to input->pointer being NULL which ends up bringing the wayland client down (at lease on weston)
|
|
7468d1e0
|
2018-12-06T15:46:40
|
|
Fix warnings detected on Android build
|
|
39ec1699
|
2018-12-06T10:24:44
|
|
opengles2: fix prototype of glDeleteBuffers
|
|
252dc85e
|
2018-12-06T09:22:00
|
|
Fix warnings detected on Android build
|
|
a7563bcd
|
2018-12-05T19:03:15
|
|
joystick: Removed unused variable.
|
|
c7b71371
|
2018-12-05T17:53:38
|
|
Whoops, forgot to add a new source file. :/
|
|
6ed76ae1
|
2018-12-05T14:46:03
|
|
Fixed the ROCCAT Tyon mouse showing up as a joystick on Windows
|
|
fbead635
|
2018-12-05T16:55:59
|
|
joystick: Added controller config for IMS Passenger Control Unit Devices.
|
|
2878d4f8
|
2018-12-05T16:53:15
|
|
egl: Don't force X11 support when testing for EGL.
Fixes building Wayland support on embedded systems without X11.
(TODO: maybe move the EGL test out of the X11 tests at some point, too.)
|
|
1689e9f9
|
2018-12-05T16:51:22
|
|
linux: Move SDL_LinuxSetThreadPriority() elsewhere to fix build.
Fixes Bugzilla #4393.
|
|
bd3ee07c
|
2018-12-05T16:49:38
|
|
wayland: Send SDL_TOUCH_MOUSEID mouse events for touches.
|
|
6259a726
|
2018-12-05T16:13:12
|
|
Warnings: fix a documentation warning and missing prototypes
|
|
db320e46
|
2018-12-04T14:21:29
|
|
Fixed the PS4 motion controls showing up as a separate game controller on Linux
|
|
09b46204
|
2018-12-04T16:50:31
|
|
Windows: NEON detection and intrinsic includes on Visual Studio
Visual Studio doesn't define __ARM_ARCH nor _ARM_NEON, but _M_ARM and _M_ARM64,
so SDL_HasNEON() was bypassed.
PF_ARM_NEON_INSTRUCTIONS_AVAILABLE doesn't see to be defined (but still works
when defined as 19).
|
|
aea7e56a
|
2018-12-04T12:34:45
|
|
android: use __ARM_NEON instead of __ARM_NEON__ to include <arm_neon.h>
Only __ARM_NEON is defined with Android NDK and arm64-v8a
Tested on ndk-r18, ndk-r13 and also Xcode.
(Visual Studio needs a different fix).
Fixes Bugzilla #4409.
|
|
cca9d24c
|
2018-12-03T09:26:05
|
|
direct3d: be more aggressive about resetting invalidated cached state.
Fixes Bugzilla #4402.
|
|
939bf1c4
|
2018-12-03T02:06:17
|
|
render: fix some static analysis warnings.
|
|
33f78eb1
|
2018-12-03T01:58:23
|
|
direct3d: Make sure streaming textures update before being used for drawing.
Fixes Bugzilla #4402.
|
|
b744108a
|
2018-12-02T21:57:33
|
|
Patched to compile on C89 compilers.
|
|
3c936150
|
2018-12-02T20:55:57
|
|
direct3d: Release and NULL out vertex buffers on reset.
Otherwise they are irretrievably lost on window resize, etc, which makes
rendering freeze and other disasters.
Fixes Bugzilla #4358.
|
|
65a7c98c
|
2018-12-02T02:33:06
|
|
directfb: Updated render backend to new internal API.
Totally untested, beyond it now compiles again. Probably needs some fixes.
Fixes Bugzilla #4405.
|
|
583f61b2
|
2018-12-01T16:31:56
|
|
kmsdrm: Check for resources when validating KMSDRM device in check_modesetting.
Fixes Bugzilla #4403.
|
|
b3ac87d5
|
2018-12-01T13:09:00
|
|
kmsdrm: uninitialized KMSDRM fixes
* Search for valid encoder in connector when it doesn't have an
encoder ID set.
* Search for valid CRTC in resources and encoder's possible CRTCs
when encoder doesn't have one set.
* Select default mode if CRTC doesn't have a valid one.
* Pick current_mode's W/H/Refresh Rate basing on current and
valid CRTC mode, not the saved one.
|
|
3323b355
|
2018-12-01T12:19:11
|
|
android: use cpufeatures to support SDL_HasNEON() (thanks, Sylvain!).
Fixes Bugzilla #4406.
|
|
fac40f8e
|
2018-12-01T11:14:20
|
|
Patched to compile on Linux with threads enabled. (whoops!)
|
|
c4bc59a5
|
2018-12-01T10:36:26
|
|
Patched to compile on Linux with --disable-threads.
Fixes Bugzilla #4393.
|
|
f205f3a8
|
2018-11-27T15:10:26
|
|
Added support for the Razer Raiju Mobile
|
|
a95291c9
|
2018-11-27T11:16:04
|
|
Fixed the hotspot for cursors on Raspberry Pi
|
|
aea48357
|
2018-11-27T10:20:29
|
|
Fixed bug changing cursors on Raspberry Pi
|
|
37b1f989
|
2018-11-25T22:13:09
|
|
metal: use a staging texture in SDL_UpdateTexture, to make sure it doesn't stomp texture data being drawn in a previous frame on the GPU.
|
|
872936a4
|
2018-11-21T23:46:37
|
|
metal: Fix an incorrect division.
|
|
4a58722b
|
2018-11-21T23:37:23
|
|
metal: SDL_RenderFillRects uses one draw call per 16k rectangles (within the given FillRects call), instead of one draw call per rectangle. Reduces CPU usage when drawing many rectangles.
|
|
5c5ba0e3
|
2018-11-19T21:35:59
|
|
Fixed bug 4394 - Crash in SDL_PumpEvents() after SDL_DestroyWindow()
Cameron Gutman
After updating to SDL 2.0.9, I got a user report that my app was crashing when closing a SDL_WINDOW_FULLSCREEN window to return to my Qt-based UI. It looks like the dead SDL window is getting a spurious updateLayer call which is causing SDL to dereference a null SDL_WindowData pointer.
For some reason, this only happens when using SDL_WINDOW_FULLSCREEN and not windowed or SDL_WINDOW_FULLSCREEN_DESKTOP. I was also unsuccessful in my attempt to get a simple reproducer for this crash. The Session.cpp code is available https://github.com/moonlight-stream/moonlight-qt/blob/688c4a90d994aa23e7b0af3ffcbb8707886db780/app/streaming/session.cpp but I slightly modified it (adding a SDL_PumpEvents() call at 1179 to immediately trigger the issue, otherwise it happened when Qt next pumped the event loop).
The crashing line is:
NSMutableArray *contexts = data->nscontexts;
|
|
b73703b9
|
2018-11-19T21:17:00
|
|
Fixed bug 4391 - hid_enumerate() sometimes causes game to freeze for a few seconds
Daniel Gibson
Even though my game (dhewm3) doesn't use SDL_INIT_JOYSTICK, SDL_PumpEvent() calls SDL_JoystickUpdate() which ends up calling hid_enumerate() every three seconds, and sometimes on my Win7 box hid_enumerate() takes about 5 seconds, which causes the whole game to freeze for that time.
|
|
d3fa42b8
|
2018-11-18T19:28:20
|
|
os/2 bits for SDL_malloc.c -- from libffi
|
|
1a02403e
|
2018-11-18T11:50:20
|
|
libm: Watcom defines huge=__huge: undefine it to fix build using Watcom.
|
|
457e58c4
|
2018-11-17T16:24:52
|
|
opengles: Fixed compiler warnings.
|
|
9719f89d
|
2018-11-17T12:12:29
|
|
Back out change initializing renderer blend mode incorrectly.
|
|
fde7592a
|
2018-11-17T14:39:42
|
|
direct3d11: Fixed missing rendering of solid primitives.
Fixes Bugzilla #4388.
|
|
782f1685
|
2018-11-17T14:37:51
|
|
Fixed a few compiler warnings.
|
|
29e15ce6
|
2018-11-17T00:58:45
|
|
The default draw blendmode is SDL_BLENDMODE_NONE
|
|
1f6bd951
|
2018-11-15T18:22:30
|
|
Emscripten: make CloseAudio actually close audio
cf. https://bugzilla.libsdl.org/show_bug.cgi?id=4176
|
|
9262c0de
|
2018-11-14T22:38:58
|
|
software: fix blits with color mods that change during a command queue run.
|
|
2e348c1f
|
2018-11-14T13:37:22
|
|
Fixed bug 3193 - Dualshock 3's motion sensors overwrite analog stick
maxxus
The Dualshock 3's motion sensors don't seem to be reported by the call to EVIOCGBIT but they still send EV_ABS events. Because they're not reported by EVIOCGBIT they're not assigned a proper axis ids and the default of 0 is used, which is the valid id for the left analog sticks left/right axis.
|
|
b815ad56
|
2018-11-12T16:42:49
|
|
Fixed bug 4366 - Compile throws a warning on RPI (Raspbian Stretch)
midwan
When trying to compile on a Raspberry Pi 3, running Raspbian Stretch (fully updated), a warning appears:
/home/pi/projects/SDL/src/test/SDL_test_memory.c: In function ?SDL_TrackAllocation?:
/home/pi/projects/SDL/src/test/SDL_test_memory.c:112:109: warning: format ?%llx? expects argument of type ?long long unsigned int?, but argument 5 has type ?unw_word_t {aka unsigned int}? [-Wformat=]
snprintf(entry->stack_names[stack_index], sizeof(entry->stack_names[stack_index]), "%s+0x%llx", sym, offset);
|
|
c525ff35
|
2018-11-10T20:56:23
|
|
cocoa: fix building with the macOS 10.7 SDK (thanks Riccardo!)
Fixes bug #4368
|
|
5029d50e
|
2018-11-10T16:15:48
|
|
Add SDL_TouchDeviceType enum and SDL_GetTouchDeviceType(SDL_TouchID id).
Touch device types include SDL_TOUCH_DEVICE_DIRECT (a touch screen with window-relative coordinates for touches), SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE (a trackpad-style device with absolute device coordinates), and SDL_TOUCH_DEVICE_INDIRECT_RELATIVE (a trackpad-style device with screen cursor-relative coordinates).
Phone screens are an example of a direct device type. Mac trackpads are the indirect-absolute touch device type. The Apple TV remote is an indirect-relative touch device type.
|
|
9665a508
|
2018-11-06T16:57:07
|
|
Added Vulkan headers version 1.1.91
Downloaded from https://github.com/KhronosGroup/Vulkan-Headers
|
|
48917e0e
|
2018-11-07T01:08:35
|
|
wayland: fix resizing and fullscreen toggling
For starters, we need to correctly respond to 0,0 configure after unsetting
fullscreen. Also, turns out that there should be no drawing calls at all
in between eglSwapBuffers and wl_egl_window_resize, as otherwise EGL can
already allocate a wrongly sized buffer for a next frame, so handle those
together.
|
|
5f980514
|
2018-11-04T21:08:40
|
|
wayland: ask xdg-decoration protocol extension to use server-side decorations if possible.
|
|
244b79e1
|
2018-11-04T14:31:56
|
|
metal: SDL_RenderReadPixels on macOS synchronizes the render target's texture data if it's managed, before reading from it.
|
|
c9fed272
|
2018-11-04T12:31:02
|
|
metal: fix the SDL_RENDERER_PRESENTVSYNC flag not being set on the renderer info on macOS, when vsync is used.
|
|
c2bba9e4
|
2018-11-04T12:24:05
|
|
metal: fix the size of the buffer used for constant data.
|
|
bc57ac27
|
2018-11-02T21:34:17
|
|
mir: Removed mir client support.
Fixes Bugzilla #4288.
|
|
47fb450b
|
2018-11-02T17:18:03
|
|
Fixed bug 4315 - little Warning in Android_JNI_CaptureAudioBuffer
Sylvain
SDL_android.c
src/core/android/SDL_android.c:1302:5: warning: variable 'br' is used uninitialized whenever switch default is taken [-Wsometimes-uninitialized]
default:
^~~~~~~
src/core/android/SDL_android.c:1306:12: note: uninitialized use occurs here
return br;
^~
src/core/android/SDL_android.c:1270:12: note: initialize the variable 'br' to silence this warning
jint br;
^
Maybe we could add some basics warning flags, not to see all warnings, but so that new warnings are caught sooner.
I would go for -Wall -Wextra, and some -Wno-warning for the allowed warnings.
|
|
457390fc
|
2018-11-01T20:24:21
|
|
metal: avoid an extra buffer allocation and GPU data copy in RunCommandQueue, it's not needed. Improves overall performance.
|
|
4e86dfd8
|
2018-11-01T19:49:01
|
|
metal: remove an obsolete section of a constant buffer.
|
|
0d79a8a1
|
2018-11-01T20:04:24
|
|
fix build using Watcom :
./src/render/SDL_render.c(2168): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2168): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2175): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2175): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2322): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/SDL_render.c(2329): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
./src/render/software/SDL_render_sw.c(602): Error! E1054: Expression must be constant
|
|
4659e738
|
2018-11-01T12:31:45
|
|
merge fallout: Patched to compile, fixed some compiler warnings, etc.
|
|
d42728ec
|
2018-11-01T12:35:00
|
|
fix NetBSD C90 build failure
src/vendor/SDL2/src/joystick/bsd/SDL_sysjoystick.c:353:5: error:
ISO C90 forbids mixed declarations and code [-Werror=declaration-after-statement]
reported by 'bch' at https://discourse.libsdl.org/t/25231
|
|
329f2eb9
|
2018-10-31T20:17:53
|
|
Fix crash when GL_LoadFunctions()/GLES2_LoadFunctions() fails
https://bugzilla.libsdl.org/show_bug.cgi?id=4350
We can't safely call GL_DestroyRenderer() until GL_LoadFunctions()
succeeds because we will be missing functions that we try to use
when activating the renderer for destruction if we have an GL context.
|
|
aeee424f
|
2018-10-31T15:16:51
|
|
Fixed bug 4349 - SDL_CreateWindow fails with KMS/DRM after upgrading Mesa to 18.2.3
Rainer Sabelka
After I did an upgrade of my arch Linux installation (resulting in an update of Mesa to version 18.2.3), all my SDL2 applications which use the KMS/DRM driver stopped working.
Reason: Creating a Window with SDL_CreateWindow failed because the call to EGL
eglCreateWindowSurface() returns an error "EGL_BAD_MATCH".
After investigating with the debugger I figured, that the configuration, which has been selected from the output of eglChooseConfig(), has an "EGL_NATIVE_VISUAL_ID" which does not match the "format" of the underlying gbm surface.
The attached patch fixes the problem. It does so, by mimicking Weston's behavior.
All configurations returned from eglChooseConfig() which have an visual_id different from the gbm format are discarded, and only from the remaining ones the "best" match is selected.
|
|
9af581bd
|
2018-10-31T15:01:20
|
|
Fixed bug 4347 - Keyboard LEDs don't work on linux console
Rainer Sabelka
When using SLD2 on a Linux console with the KMS/DRM video backend and Linux evdev keyboard support, the caps lock, scroll lock, and num lock leds do not work.
The attached patch adds ioctls for setting the LED state in SDL_evdev_kbd.c
|
|
62494a2e
|
2018-10-31T15:03:41
|
|
Merge SDL-ryan-batching-renderer branch to default.
|
|
da56cefa
|
2018-10-30T07:00:03
|
|
Fixed bug 4188 - Software renderer SDL_RenderCopyEx blits corrupt image under certain cases
Sylvain
Re-opening this issue.
It fixes the test-case, but it introduces a regression with another bug (bug #4313).
So here's a new patch that activate cropping of the source surface to solve the issue.
It also reverts the wrong changeset.
It prevents unneeded colorkey error message.
|
|
e542d1a3
|
2018-10-29T20:18:50
|
|
winmain: Patched to compile on C89 compilers.
|
|
f434a98c
|
2018-10-29T20:00:03
|
|
winmain: Don't use SDL_malloc (or SDL_stack_alloc, which might be malloc).
Otherwise, we are using the allocator before the app can set up its own hooks.
Now we use VirtualAlloc, and WideCharToMultiByte (because SDL_iconv uses
SDL_malloc, too!) to get ready to call into SDL_main.
This also makes console_wmain() call into the same routines as everything
else, so we don't have to deal with those allocations, too. Hopefully we
end up with the same results from GetCommandLine() as we do in wargv.
Fixes Bugzilla #4340.
|
|
a5ebd4d7
|
2018-10-29T10:14:59
|
|
wayland: ask KDE protocol extension to use server-side decorations if possible.
|
|
91820998
|
2018-10-28T21:36:48
|
|
Add and update include guards
Include guards in most changed files were missing, I added them keeping
the same style as other SDL files. In some cases I moved the include
guards around to be the first thing the header has to take advantage of
any possible improvements compiler may have for inclusion guards.
|
|
14c55ac8
|
2018-10-26T20:20:28
|
|
This change looks okay in the general case.
If we run into problems where these events aren't dispatched (initialized on a different thread than the main thread?) we may need to create a separate thread to handle device notifications like we do with the windows joystick subsystem.
|
|
be8ef94f
|
2018-10-26T14:43:39
|
|
hidapi: Don't run a separate event loop for device notifications.
Fixes Bugzilla #4286.
|
|
b08bdc44
|
2018-10-26T09:27:31
|
|
Don't build SDL_JOYSTICK_HIDAPI by default on iOS
If you enable this, you'll need to link with CoreBluetooth.framework and add something like this to your Info.plist:
<key>NSBluetoothPeripheralUsageDescription</key>
<string>MyApp would like to remain connected to nearby bluetooth Game Controllers and Game Pads even when you're not using the app.</string>
|
|
14329256
|
2018-10-25T16:53:14
|
|
Generalized the XInput user index into a player index
|
|
545febcf
|
2018-10-25T13:22:34
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Fixed initializing XInput user index
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9987ca69
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2018-10-25T12:54:42
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Added SDL_JoystickGetXInputUserIndex()
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4d4e18c4
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2018-10-25T12:54:39
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Added vi style for the Emscripten joystick code
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8340b0f0
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2018-10-23T01:34:03
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render: Add floating point versions of various draw APIs.
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b262b0eb
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2018-10-22T20:50:32
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Small stack allocations fall back to malloc if they're unexpectedly large.
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c4918db5
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2018-10-22T14:55:42
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Add exception handling to Android hidapi.
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ff3bb857
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2018-10-22T10:55:18
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joystick: Add Linux mappings for "Xbox One Wireless Controller (Model 1708)"
Adds controller bindings to support the "Xbox One Wireless Controller
(Model 1708)" on Linux. The Model 1708 was released in 2016 alongside the
Xbox One S. It is the current model being sold by Microsoft as of writing.
(October 22, 2018)
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