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e07e446a
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2017-02-25T21:23:12
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WinRT: removed Windows 8.0 from build-bot + NuGet package creation scripts
According to Steam's OS stats, Windows 8.0 use is pretty much nil. Further,
Microsoft hasn't support Windows 8.0 development in any of their
actively-updated toolchains, and setting it up can be a pain.
In theory, SDL2 still supports Windows 8.0, however building of Windows 8.0
.dlls is no longer the default, if and when using the 'winrtbuild.*' scripts.
The MSVC 2012 project files for building Windows 8.0 dlls remain, though,
for the time being.
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5790f59f
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2015-12-02T08:04:17
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WinRT: minor tweak to NuGet package naming
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3b79ab4c
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2015-12-02T07:58:23
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WinRT: allowed NuGet packaging code to get hg revision regardless of cwd
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89898d83
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2015-12-01T22:07:24
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WinRT: added NuGet-package creation support to WinRT build script
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0020aa94
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2015-11-30T21:11:33
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WinRT: made WinRT build script create Win10/UWP .dll files
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0e45984f
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2015-06-21T17:33:46
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Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
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0c9da0c8
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2015-06-14T20:15:36
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WinRT: made sure build script generates Release-built binaries, by default
winrtbuild.bat/.ps1 were generating Debug-built binaries, in some cases.
This change makes sure that Release mode is the default.
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b72938c8
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2015-04-20T12:22:44
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Windows: Always set the system timer resolution to 1ms by default.
An existing hint lets apps that don't need the timer resolution changed avoid
this, to save battery, etc, but this fixes several problems in timing, audio
callbacks not firing fast enough, etc.
Fixes Bugzilla #2944.
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fe6c797c
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2015-04-10T23:30:31
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Fixed an iOS view orientation issue when SDL_GL_CreateContext or SDL_CreateRenderer is called.
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b88ca1b4
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2015-02-10T16:28:56
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the last parameter of XChangeProperty is the number of elements.. and when the element format is 32.. the element is "long" so we have 5 long elements here.
Yes this seems confusing as on mac+linux Long is either 32 or 64bits depending on the architecture, but this is how the X11 protocol is defined. Thus 5 is the correct value for the nelts here. Not 5 or 10 depending on the architecture.
More info on the confusion https://bugs.freedesktop.org/show_bug.cgi?id=16802
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b48e54aa
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2015-01-26T22:00:29
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Fixed bug 2802 - [patch] Fix android build compiling in wrong filesystem implementation
Jonas Kulla
The configure script didn't differentiate between Linux and Android, unconditionally compiling in the unix implementation of SDL_sysfilesystem.c.
I'm probably one of the very few people building SDL for android using classic configure + standalone toolchain, so this has gone undetected all along.
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70438be2
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2014-12-03T10:55:23
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WinRT: fixed bug whereby SDL would override an app's default orientation
WinRT apps can set a default, preferred orientation via a .appxmanifest file.
SDL was overriding this on app startup, and making the app use all possible
orientations (landscape and portrait).
Thanks to Eric Wing for the heads up on this!
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9c398852
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2014-11-22T22:20:40
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Corrected header file documentation comment.
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b561f203
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2014-11-03T13:07:51
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WinRT: removed '-' from build script file names
Most of the other build scripts don't include a '-' in their file names. This
change makes the WinRT build scripts use the same convention.
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