kc3-lang/SDL/build-scripts

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Log

Author Commit Date CI Message
e7a9095f 2016-07-18 22:01:01 Android: Fixed androidbuild.sh not working on OS X (thanks, Steffen!). Fixes Bugzilla #2429.
ce456cfb 2016-06-24 19:06:06 Mac: Updated availability macro in build script.
4a468739 2016-05-21 00:20:52 Removed Mac OS 10.5 support (bug #3137). Also fixed a warning about deprecated Carbon code when using SDL_audio (bug #3127, thanks Dominik!)
06129f6d 2016-01-08 07:21:15 Fixed buildbot's static analysis script to enable assertions. This removes false positives. Apparently someone forced the default CMake builds to use -O3, turning these off by default. :/
68a32728 2016-01-02 10:38:51 Fixed sed error on Mac OS X and updated copyright on a few last files
5790f59f 2015-12-02 08:04:17 WinRT: minor tweak to NuGet package naming
3b79ab4c 2015-12-02 07:58:23 WinRT: allowed NuGet packaging code to get hg revision regardless of cwd
89898d83 2015-12-01 22:07:24 WinRT: added NuGet-package creation support to WinRT build script
0020aa94 2015-11-30 21:11:33 WinRT: made WinRT build script create Win10/UWP .dll files
682604b2 2015-07-31 20:15:02 Android: Changed androidbuild.sh to use path from variable.
c5857ab4 2015-06-26 20:12:10 Mac OS X: Fixed typo in build script comment.
0e45984f 2015-06-21 17:33:46 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().