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e5e54169
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2020-02-07T20:19:32
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|
Removed VID/PID 0x1532/0x0037, which was listed in the Linux kernel as a Razer Sabertooth, because at least one variant of the Razer DeathAdder mouse shows up with this VID/PID.
Specifically the Razer DeathAdder 2013 has this VID/PID
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833f76ab
|
2020-02-07T11:49:56
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Fixed bug 4968 - NULL passed to memcpy in WriteProprietary in SDL_hidapi_switch.c
meyraud705
In SDL_hidapi_switch.c
line 443: Function BTrySetupUSB call WriteProprietary with pBuf=NULL and ucLen=0
line 376: WriteProprietary check its input (!pBuf && ucLen > 0) || ucLen > sizeof(packet.rgucProprietaryData): ucLen is 0 so it passes
line 382: WriteProprietary call memcpy with pBuf=NULL
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8ba77b35
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2020-02-07T11:44:57
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Use the asynchronous HIDAPI rumble code for Nintendo Switch Pro controllers
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81256207
|
2020-02-07T11:02:34
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Update for bug 4923 - Calling SDL_GameControllerRumble() often takes 8 ms
meyraud705
Dualshock4 on bluetooth need 78 bytes for the rumble data while SDL_HIDAPI_RumbleRequest can only hold 64 bytes.
'volatile' is not meant for thread synchronization.
The list of rumble request could grow infinitely if user call SDL_JoystickRumble too much. The documentation says "Each call to this function cancels any previous rumble effect", so overwriting pending request seem like a good idea.
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d88f3f52
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2020-02-05T13:16:17
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macOS: fix crash if and when joystick-init-on-add fails
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a199cb89
|
2020-02-05T09:29:46
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Updated the Android Xbox One Wireless Controller mapping for the latest Xbox controller firmware update
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dc1d3c29
|
2020-02-04T18:36:23
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Catch both PS3 and PS4 motion controls and don't treat them as a game controller
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1d1a35ef
|
2020-02-04T16:05:39
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|
Fixed Visual Studio build
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1bd12026
|
2020-02-04T15:42:49
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Added SDL_hidapi_rumble.c to the macOS, iOS and tvOS builds
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02108cf7
|
2020-02-04T15:27:25
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Added missing files from previous commit
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1684606f
|
2020-02-04T15:26:56
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Fixed long delay on main thread caused by blocking rumble writes in HIDAPI drivers
There is now a thread that handles all HIDAPI rumble requests and a lock that guarantees that we're not reading and writing the device at the same time.
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6efebf17
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2020-02-04T12:48:53
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Moved rumble expiration to the main joystick handling level, and prevent sending the driver layer duplicate rumble requests.
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976eee77
|
2020-02-04T07:23:44
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|
Correct joystick hat indexes on linux
The index and indices were swapped; Which is fine as long as there are
no gaps in the ABS_HAT* event availability but otherwise things do get confused.
Signed-off-by: Sjoerd Simons <sjoerd.simons@collabora.co.uk>
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4b585e75
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2020-02-03T08:06:52
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Fixed bug 4833 - Use EGL for X11?
Martin Fiedler
To be precise, this is about *desktop OpenGL* on X11. For OpenGL ES, EGL is already used (as it's the only way to get an OpenGL ES context), as Sylvain noted above.
To shine some light on why this is needed:
In 99% of all cases, using GLX on X11 is fine, even though it's effectively deprecated in favor of EGL [1]. However, there's at least one use case that *requires* the OpenGL context being created with EGL instead of GLX, and that's DRM_PRIME interoperability: The function glEGLImageTargetTexture2DOES simply doesn't work with GLX. (Currently, Mesa actually crashes when trying that.)
Some example code:
https://gist.github.com/kajott/d1b29c613be30893c855621edd1f212e
Runs on Intel and open-source AMD drivers just fine (others unconfirmed), but with #define USE_EGL 0 (i.e. forcing it to GLX), it crashes. The same happens when using SDL for window and context creation.
The good news is that most of the pieces for EGL support on X11 are already in place: SDL_egl.c is pretty complete (and used for desktop OpenGL on Wayland, for example), and SDL_x11opengl.c has the aforementioned OpenGL-ES-on-EGL support. However, when it comes to desktop OpenGL, it's hardcoded to fall back to GLX.
I'm not advocating to make EGL the default for desktop OpenGL on X11; don't fix what ain't broken. But something like an SDL_HINT_VIDEO_X11_FORCE_EGL would be very appreciated to make use cases like the above work with SDL.
[1] source: Eric Anholt, major Linux graphics stack developer, 7 years ago already - see last paragraph of https://www.phoronix.com/scan.php?page=news_item&px=MTE3MTI
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67f44788
|
2020-02-03T00:57:12
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|
Fixed bug 4917 - Wayland: handle discrete pointer axis events
Luis Caceres
The current handling of Wayland mouse pointer events only handles wl_pointer.axis events, which, according to the Wayland documentation, deal with mouse wheel scroll events on a continuous scale. While this is reasonable for some input sources (e.g. touchpad two-finger scrolling), it is not for mouse wheel clicks which generate wl_pointer.axis events with large deltas.
This patch adds handling for wl_pointer.axis_discrete and wl_pointer.frame events and prefers to report SDL_MouseWheelEvent in discrete units if they are available. This means that for mouse wheel scrolling we count in clicks, but for touchpad two-finger scrolling we still use whatever units Wayland uses. This behaviour is closer to that of the X11 backend.
Since these events are only available since version 5 of the wl_seat interface, this patch also checks for this and falls back to the previous behaviour if its not available. I also had to add definitions for some of the pointer and keyboard events specified in versions 2-5 but these are just stubs and do nothing.
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b5849daf
|
2020-02-01T09:23:04
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|
Fixed build warnings on Android
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|
212609b3
|
2020-01-31T14:09:23
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|
Map the right pad on the Steam Controller to the right stick in the game controller API
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39a498c9
|
2020-01-31T13:09:20
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|
Build the hidapi framework and weak link it on Mac OS X
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91121ee4
|
2020-01-31T10:45:04
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|
Weak link the hidapi framework on iOS and tvOS
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|
1190343f
|
2020-01-30T16:02:56
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Build hidapi as a framework on iOS, so it can be linked by the application as well.
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65fd6336
|
2020-01-30T18:03:34
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FIX for SDL-4927: CFRetain+CFRelease a game controller's IOKit object
This fixes a crash whereby SDL could crash on macOS/Darwin, if and when a
USB game controller gets unplugged. SDL was not retaining a reference
to the controller's OS/IOKit-provided 'device object', and was capable
of trying to use it, after a device was hot-unplugged.
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62a3d6c0
|
2020-01-30T14:58:41
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Fixed build
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37278066
|
2020-01-30T14:51:33
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Export SDL functions for iOS application delegates
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66579dbd
|
2020-01-30T13:47:48
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test: Common framework now accepts --usable-bounds command line argument.
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80e7e2eb
|
2020-01-30T13:47:19
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test: change path in a comment from '\\' to '/' char. Nothing serious here.
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0641711e
|
2020-01-29T20:09:59
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Added missing file from previous commit
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0897f235
|
2020-01-29T20:09:16
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|
Fixed compiler warning
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355f0b54
|
2020-01-29T20:09:11
|
|
Added support for the Steam Controller on mobile devices
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c9c89783
|
2020-01-29T20:09:08
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|
Miscellaneous pending fixes
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43b377b0
|
2020-01-28T17:11:17
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Fixed wired PS4 controller support on Android
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39563b7b
|
2020-01-28T13:51:24
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x11: Use XSync when changing window position instead of XFlush.
Attempt to fix regression in Bugzilla #4646.
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c7e1b289
|
2020-01-27T17:15:12
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cocoa: Fix command line apps' menu bar not working on macOS Catalina.
Fixes Bugzilla #4937.
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059de38c
|
2020-01-27T15:44:48
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darwin: Don't pass NULL device refs to IOHIDDeviceGetValue().
Possibly fixes Bugzilla #4961.
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b4c2e29e
|
2020-01-27T10:58:30
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video: Added a hint to override the display's usable bounds.
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7ea3f5b4
|
2020-01-26T12:48:35
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Fixed bug 4898 - No rumble because of integer overflow in SDL_JoystickRumble
meyraud705
Switch hidapi and xinput also need to check for overflow, attached a patch for them.
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5e649983
|
2020-01-26T12:40:32
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Don't enumerate devices we can't open
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adb53d0b
|
2020-01-26T10:32:39
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Fixed disabling the Xbox 360 wireless HIDAPI driver
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c9f672fd
|
2020-01-23T22:24:24
|
|
Fixed compiler warnings
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2ae41b9c
|
2020-01-23T12:53:43
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Fixed mapping for both versions of the Xbox One Elite Series 2 controller firmware connecting over Bluetooth
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48240ac8
|
2020-01-23T12:53:41
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Added mapping for the Xbox One controller connected via the wireless dongle using xow
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6dc172d0
|
2020-01-23T12:53:39
|
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Turn off rumble on drivers which don't respect the replay.length value
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30ff5fcf
|
2020-01-23T01:03:23
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SDL_LEAN_AND_MEAN defaults off
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b5e3d264
|
2020-01-23T01:00:52
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Added a single SDL_LEAN_AND_MEAN define to turn on minimal SDL builds
Protected more code with #ifdefs to reduce the size of minimal shared library builds
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b1c6e7c2
|
2020-01-23T00:32:34
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Fixed compile warning
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443bce74
|
2020-01-22T11:28:35
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Added support for the paddles on the Xbox One Elite Series 1 controller
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6f89b059
|
2020-01-22T15:23:44
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Documentation of the footprint #defines
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f30ef6ed
|
2020-01-21T17:40:16
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audio: Fixed a '//' style comment.
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55afc281
|
2020-01-21T22:06:09
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Add #define SDL_HAVE_BLIT_N_RGB565 to compile out RGB565 LUT
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dbe5c14b
|
2020-01-21T15:49:37
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audio: Calculate a legitimate SDL_AudioSpec::silence in SDL_LoadWAV_RW().
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7df22cf2
|
2020-01-21T21:33:40
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A few #defines to reduce SDL2 footprint.
Only applied when library is statically linked
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25c88ea9
|
2020-01-20T13:53:40
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The Xbox One 0x01 initialization packet is an ack packet
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9c3d1602
|
2020-01-19T11:43:36
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Refactored code so SDL_GetJoystickGameControllerType() is called less during controller detection
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ff068011
|
2020-01-18T11:21:42
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Added missing file from previous commit
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43aa1fa9
|
2020-01-18T11:21:14
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Added support for detecting previously unknown Xbox 360 and Xbox One controllers using the HIDAPI driver with libusb and Android
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27035425
|
2020-01-17T11:09:57
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There are multiple bindings for XBox One controller model 1708, depending on firmware revision
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bde1a371
|
2020-01-17T11:07:19
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Added support for the NACON GC-400ES
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4e682461
|
2020-01-17T10:43:14
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Reattach the kernel driver after closing USB controllers
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005e2dff
|
2020-01-17T12:41:54
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Android: prevents rare crashes when app goes to background or ends.
Make sure the thread is actually paused, and context backep-up, before
SurfaceView is destroyed (eg surfaceDestroyed() actually returns).
Add a timeout when surfaceDestroyed() is called, and check 'backup_done' variable.
It prevents crashes like:
#00 pc 000000000000c0d0 /system/lib64/libutils.so (android::RefBase::incStrong(void const*) const+8)
#01 pc 000000000000c7f4 /vendor/lib64/egl/eglSubDriverAndroid.so (EglAndroidWindowSurface::UpdateBufferList(ANativeWindowBuffer*)+284)
#02 pc 000000000000c390 /vendor/lib64/egl/eglSubDriverAndroid.so (EglAndroidWindowSurface::DequeueBuffer()+240)
#03 pc 000000000000bb10 /vendor/lib64/egl/eglSubDriverAndroid.so (EglAndroidWindowSurface::GetBuffer(EglSubResource*, EglMemoryDesc*)+64)
#04 pc 000000000032732c /vendor/lib64/egl/libGLESv2_adreno.so (EglWindowSurface::UpdateResource(EsxContext*)+116)
#05 pc 0000000000326dd0 /vendor/lib64/egl/libGLESv2_adreno.so (EglWindowSurface::GetResource(EsxContext*, EsxResource**, EsxResource**, int)+56)
#06 pc 00000000002ae484 /vendor/lib64/egl/libGLESv2_adreno.so (EsxContext::AcquireBackBuffer(int)+364)
#07 pc 0000000000249680 /vendor/lib64/egl/libGLESv2_adreno.so (EsxContext::Clear(unsigned int, unsigned int, unsigned int, EsxClearValues*)+1800)
#08 pc 00000000002cb52c /vendor/lib64/egl/libGLESv2_adreno.so (EsxGlApiParamValidate::GlClear(EsxDispatch*, unsigned int)+132)
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d52ba78b
|
2020-01-17T12:04:18
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Fixed bug 4246 - Android: orientation between portrait<->landscape doesn't work
Improve handling of landscape/portrait orientation. Promote to SCREEN_ORIENTATION_SENSOR_* when needed.
Android window can be somehow resizable.
If SDL_WINDOW_RESIZABLE is set, window size change is allowed, for instance when orientation changes (provided the hint allows it).
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a8780c6a
|
2020-01-16T20:49:25
|
|
Updated copyright date for 2020
|
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572f4a85
|
2020-01-16T15:54:20
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Fixed bug 4929 - Software renderer produces bugs when optimizations are turned on with Visual C++ 2019
Konrad
I took the liberty of rewriting this function a bit as it seemed to be unnecessary extended with ifs regarding flags (we can check everything in one pass which seem to be the thing which confuses Visual C++ 2019 as well).
Also, I have made CPU features an int instead of uint because if we check it against flags which are all ints it might as well just be int (no signed/unsigned bitwise comparison).
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c6817a2c
|
2020-01-16T15:32:41
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Added support for the paddles on the Xbox One Elite Series 2 controller
|
|
4e1cc124
|
2020-01-16T15:32:39
|
|
Improved Xbox One controller initialization
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981e0d36
|
2020-01-16T08:52:59
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|
Fixed bug 4903 - Lack of color multiply with alpha (SDL_BLENDMODE_MOD + SDL_BLENDMODE_BLEND) blending mode for all renderers
Konrad
This kind of blending is rather quite useful and in my opinion should be available for all renderers. I do need it myself, but since I didn't want to use a custom blending mode which is supported only by certain renderers (e.g. not in software which is quite important for me) I did write implementation of SDL_BLENDMODE_MUL for all renderers altogether.
SDL_BLENDMODE_MUL implements following equation:
dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA))
dstA = (srcA * dstA) + (dstA * (1-srcA))
Background:
https://i.imgur.com/UsYhydP.png
Blended texture:
https://i.imgur.com/0juXQcV.png
Result for SDL_BLENDMODE_MOD:
https://i.imgur.com/wgNSgUl.png
Result for SDL_BLENDMODE_MUL:
https://i.imgur.com/Veokzim.png
I think I did cover all possibilities within included patch, but I didn't write any tests for SDL_BLENDMODE_MUL, so it would be lovely if someone could do it.
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|
669729a8
|
2020-01-15T22:18:31
|
|
Improved Xbox One controller initialization sequence
This sequence works across Microsoft, PowerA, PDP, and HORI controllers.
The newer Microsoft XBox firmware requires synchronizing the rumble sequence number, when SDL sees it after the initial connect
The Razer Wildcat controller requires waiting for init responses before continuing the initialization sequence.
The PDP Battlefield 1 controller takes over a second to be ready for initialization, and if initialization is attempted before then, it will fail.
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|
34486005
|
2020-01-15T22:18:29
|
|
Added support for the HORI Fighting Commander
|
|
6705e27c
|
2020-01-13T22:05:58
|
|
Added D-PAD bindings for the Linux Steam Controller
|
|
cb800d1c
|
2020-01-13T22:05:56
|
|
Fixed compiler warning
|
|
7775f7ce
|
2020-01-13T22:05:54
|
|
Fixed deadlock in HIDAPI joystick system
|
|
3a796d6a
|
2020-01-13T15:35:54
|
|
Free the joystick player index when the joystick is removed
|
|
3ce56f62
|
2020-01-13T08:12:10
|
|
Fixed error formatting
|
|
d2cda502
|
2020-01-12T17:22:24
|
|
Send the full Xbox One controller sequence for Microsoft controllers
This switches Bluetooth controllers back into USB report mode for the latest Xbox One S and Xbox One Elite Series 2 firmware
|
|
196f6998
|
2020-01-11T22:03:06
|
|
Fixed NEON detection on arm64 CPUs
This probably breaks RISCOS, but we need a better fix from Cameron Cawley for this
|
|
c14a59d9
|
2020-01-11T13:38:50
|
|
Worked around an issue where the kernel would lose the force feedback effect
|
|
e3cedf96
|
2020-01-11T04:38:13
|
|
Add the destination format to the error when conversion isn't possible
|
|
d33b122f
|
2020-01-11T04:34:28
|
|
The Xbox One S Bluetooth controller with older firmware uses b16 as the guide button. The same controller with newer firmware uses b12 as the guide button. Map both buttons so both firmware revisions will work with the same mapping.
|
|
5d28c315
|
2020-01-09T14:53:34
|
|
Only initialize Xbox One controllers once they're ready for initialization (or if they are silent until init)
This fixes the Hyperkin Duke Xbox One controller showing the Xbox startup animation every time an SDL application launches
|
|
47abe4e3
|
2020-01-09T14:53:30
|
|
Fixed crash when unplugging a HIDAPI controller
|
|
f34795d0
|
2020-01-08T18:55:53
|
|
Added support for the updated Hyperkin Duke Xbox One controller
|
|
f4375e86
|
2020-01-07T18:43:40
|
|
Added support for the 8BitDo M30 GamePad
|
|
a56aaea1
|
2020-01-07T16:47:56
|
|
Fixed handling the 8BitDo M30 in Nintendo Switch mode
|
|
78ce18f5
|
2020-01-06T20:26:52
|
|
riscos: Add CPU feature detection
|
|
eb3d39bc
|
2020-01-06T12:18:51
|
|
Added support for the 8Bitdo FC30 Pro
|
|
2b1edf41
|
2020-01-04T11:05:06
|
|
X11_InitKeyboard: do not call XAutoRepeatOn unnecessarily
Use XGetKeyboardControl to initialize the current XKeyboardState, and
skip XAutoRepeatOn invocation if global_auto_repeat is AutoRepeatModeOn.
This fixes SDL2 when the X11 client is untrusted.
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|
ed514cd0
|
2020-01-04T11:03:04
|
|
have_mitshm: use XShmQueryExtension to check for MIT-SHM extension
Do not try to guess MIT_SHM extension availability from the string
returned by XDisplayName, use the appropriate API instead.
This fixes SDL2 inside hasher.
|
|
d9c4be06
|
2020-01-01T08:13:40
|
|
Added support for the Hyperkin Duke controller
|
|
4c9628a0
|
2019-12-30T17:56:56
|
|
Fixed GameCube controller axis and trigger ranges and X and B button being swapped
|
|
58a11d30
|
2019-12-30T13:21:47
|
|
Fixed bug 4920 - Wider support for seconds of battery life left on Linux platforms using sys interface
Murad
On my system, SDL_GetPowerInfo() returns -1 seconds of battery life left. I have quickly investigated that in my case SDL uses sys interface to get battery data. It tries to read "time_to_empty_now" file which is not always present. However, it is still possible to calculate remaining lifetime using "energy_now" and "power_now" files. This is what my simple patch (included as attachment) tries to accomplish.
Best wishes.
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|
8b0660b2
|
2019-12-30T13:18:57
|
|
Fixed bug 4918 - SDL failed to build due to error LNK2019: unresolved external symbol memset referenced in function SDL_SetJoystickIDForPlayerIndex with MSVC x64 on Windows
LinGao
We build SDL with Visual studio 2017 compiler on Windows Server 2016, but it failed to build due to error LNK2019: unresolved external symbol memset referenced in function SDL_SetJoystickIDForPlayerIndex with MSVC x64 on Windows on latest default branch. And we found that it can be first reproduced on 0fff06175109 changeset. Could you please help have a look about this issue? Thanks in advance!
Steps to Reproduce:
1.hg clone https://hg.libsdl.org/SDL D:\SDL\src
2.Open a VS 2017 x64 command prompt as admin and browse to D:\SDL
3.msbuild /p:Configuration=Release /p:Platform=x64 /p:WindowsTargetPlatformVersion=10.0.17134.0 VisualC\SDL.sln /t:Rebuild
Actual result:
Creating library D:\SDL\src\VisualC\x64\Release\SDL2.lib and object D:\SDL\src\VisualC\x64\Release\SDL2.exp
SDL_joystick.obj : error LNK2019: unresolved external symbol memset referenced in function SDL_SetJoystickIDForPlayerIndex [D:\SDL\src\VisualC\SDL\SDL.vcxproj]
D:\SDL\src\VisualC\x64\Release\SDL2.dll : fatal error LNK1120: 1 unresolved externals [D:\SDL\src\VisualC\SDL\SDL.vcxproj]
Done Building Project "D:\SDL\src\VisualC\SDL\SDL.vcxproj" (Rebuild target(s)) -- FAILED.
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|
98ce0e50
|
2019-12-30T11:09:03
|
|
Removed unnecessary setlocale() on Mac
https://github.com/signal11/hidapi/commit/240bad3b669ad4874c8aa2d68e18e82232d63e35
|
|
a9482a1d
|
2019-12-30T09:44:32
|
|
Added support for the Nintendo GameCube adapter, tested on Steam Link hardware
|
|
cdbeae52
|
2019-12-29T23:10:39
|
|
wayland: support wl_data_device_manager version < 3
|
|
9340cfa9
|
2019-12-27T23:01:10
|
|
SDL_x11events.c (X11_DispatchEvent): remove FIXME and use SDL_strtokr().
|
|
ef3ca2cc
|
2019-12-23T19:55:10
|
|
Fix build error in SDL_render_metal.m (bug #4916.)
Patch provided by Konrad. Error was introduced by commit 522164980828 for bug #4914.
|
|
6d639fce
|
2019-12-23T16:47:00
|
|
SDL_ScaleMode: fix compilation GLES renderer
|
|
131e13a7
|
2019-12-22T20:48:43
|
|
direct3d11: Always set vertex buffers when updating them (thanks, Konrad!).
Fixes Bugzilla #4913.
|
|
982f8a83
|
2019-12-22T13:56:50
|
|
Fixed bug 4910 - Missing joystick-driver type check in haptic
meyraud705
On Linux and MacOS, some haptic system functions access joystick->hw_data without checking the driver type.
|
|
5e19e66c
|
2019-12-22T13:39:44
|
|
Fixed bug 4914 - Expose SDL_ScaleMode and add SDL_SetTextureScaleMode/SDL_GetTextureScaleMode
Konrad
This was something rather trivial to add, but asked at least several times before (I did google about it as well).
It should be possible to dynamically change scaling mode of the texture. It is actually trivial task, but until now it was only possible with a hint before creating a texture.
I needed it for my game as well, so I took the liberty of writing it myself.
This patch adds following functions:
SDL_SetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode scaleMode);
SDL_GetTextureScaleMode(SDL_Texture * texture, SDL_ScaleMode *scaleMode);
That way you can change texture scaling on the fly.
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f0cee3ed
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2019-12-22T13:15:11
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Fix shutting down HIDAPI device with multiple joysticks
Using Wii U GameCube USB adapter with multiple controllers attached and
restarting SDL input in a game results in extra joysticks with NULL name.
HIDAPI_CleanupDeviceDriver() shut down joysticks by iterating through
device->num_joysticks but each HIDAPI_JoystickDisconnected() decreases
device->num_joysticks and shifts joysticks array down. Resulting in only
half of controllers being shutdown. It worked with only 1 controller
attached though.
Disconnect HIDAPI device joystick 0 until there are none left.
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d000a592
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2019-12-21T22:33:21
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Fixed windows build
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