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* | style: Fix PEP8 whitespace issues in Python filesRémi Verschelde2016-11-011-89/+89
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Done with `autopep8 --select=E2,W2`, fixes: - E201 - Remove extraneous whitespace. - E202 - Remove extraneous whitespace. - E203 - Remove extraneous whitespace. - E211 - Remove extraneous whitespace. - E221 - Fix extraneous whitespace around keywords. - E222 - Fix extraneous whitespace around keywords. - E223 - Fix extraneous whitespace around keywords. - E224 - Remove extraneous whitespace around operator. - E225 - Fix missing whitespace around operator. - E226 - Fix missing whitespace around operator. - E227 - Fix missing whitespace around operator. - E228 - Fix missing whitespace around operator. - E231 - Add missing whitespace. - E231 - Fix various deprecated code (via lib2to3). - E241 - Fix extraneous whitespace around keywords. - E242 - Remove extraneous whitespace around operator. - E251 - Remove whitespace around parameter '=' sign. - E261 - Fix spacing after comment hash. - E262 - Fix spacing after comment hash. - E265 - Format block comments. - E271 - Fix extraneous whitespace around keywords. - E272 - Fix extraneous whitespace around keywords. - E273 - Fix extraneous whitespace around keywords. - E274 - Fix extraneous whitespace around keywords. - W291 - Remove trailing whitespace. - W293 - Remove trailing whitespace.
* | style: Start applying PEP8 to Python files, indentation issuesRémi Verschelde2016-11-011-237/+237
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Done with `autopep8 --select=E1`, fixes: - E101 - Reindent all lines. - E112 - Fix under-indented comments. - E113 - Fix over-indented comments. - E115 - Fix under-indented comments. - E116 - Fix over-indented comments. - E121 - Fix a badly indented line. - E122 - Fix a badly indented line. - E123 - Fix a badly indented line. - E124 - Fix a badly indented line. - E125 - Fix indentation undistinguish from the next logical line. - E126 - Fix a badly indented line. - E127 - Fix a badly indented line. - E128 - Fix a badly indented line. - E129 - Fix a badly indented line.
* | fix bug introduced by #6501yg2f2016-10-261-13/+13
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | ( @Akien : this PR is for current HEAD only, not to be cherry-picked for 2.1.1 ) this is manual revertion of #6501 which introduced a bug that prevented scons from detecting Mingw under Windows when MSVC was installed. (thanks to @vnen for finding this) AND it fixes the actual bug that prevented scons from detecting MSVC standalone compiler ( a confusions between ``VSINSTALLDIR`` and ``VCINSTALLDIR`` ) The freeware Standalone MSVC C++ Build Tools are available here : http://landinghub.visualstudio.com/visual-cpp-build-tools
* | Theora: Don't compile unnecessary files, rename "x86_opt_*"Błażej Szczygieł2016-10-161-3/+3
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* | zlib: Split thirdparty files, simplify scons optionRémi Verschelde2016-10-151-0/+1
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* | glew: Split thirdparty files and isolate envRémi Verschelde2016-10-151-1/+0
|/ | | | | | Not fully happy about the way this one interacts with the various platforms. Maybe the platform_config.h should be generated by the SCsub instead of passing a define just to know where is the header.
* scons detects standalone MSVC on Windowsyg2f2016-09-161-9/+16
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Under Windows, Scons is now capable of detecting and compiling with standalone MSVC compilers (aka "Visual C++ Build Tools"). http://landinghub.visualstudio.com/visual-cpp-build-tools Tried with version 2015, and native x86 and x64 compilers under Windows 10 pro 64 and Windows 8.1 64, with the default Win8 SDK provided by the "Visual C++ Build Tools" web-installer. Follow the same compiling instructions than for compiling with Visual Studio, except that Visual Studio is no more required. KNOWN ISSUES : - ``methods.detect_visual_c_compiler_version()`` will emit a warning message on computers where the ``VSINSTALLDIR`` environement variable is not present. But it should compile just fine and still automatically detects the 32 or 64 bits according to the compiler you picked. TODO : - eventually, update ``platform/winrt/dectet.py`` with function ``methods.msvc_is_detected()`` and try to compile winrt/UWP with these standalone compilers (if you did not select Win10 SDK when installing the standalone tools, you can run it again). - update doc to make users aware of "Visual C++ Build Tools" aka "stadalone MSVC". - eventually, update ``methods.detect_visual_c_compiler_version()``
* Implement missing WinRT functionsGeorge Marques2016-09-031-69/+9
| | | | | | | | - Fix buildsystem for WinRT/UWP platform. - Add audio driver and joystick mapping for WinRT. - Enable thread class for WinRT. - Refactor MSVC compiler architecture detection to methods.py, so it can be used by Windows and WinRT.
* fix to mingw buildJuan Linietsky2016-08-201-1/+1
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* ENet windows compilation fixes.Juan Linietsky2016-08-201-3/+2
| | | | | For reference, when you include a Windows header (be it directly windows.h or something that includes it) put it at the end of the includes. it seems I forgot.
* -make freetype build for all platforms the same, default as builtin except ↵Juan Linietsky2016-06-091-9/+0
| | | | | | on x11. closes #5119
* GLEW: Define static + enabled and includes via SConsRémi Verschelde2016-06-081-2/+2
| | | | | | | | This allows us not to have to hack our definitions in the upstream files, making it easier to upgrade to newer versions in the future. For the include paths to work, the headers are moved to a GL subfolder to match their upstream location.
* removed dependency on shcore.dll to get DPIJuan Linietsky2016-06-011-1/+1
| | | | fixes #4973
* hidpi for now not available on mingw, sorryJuan Linietsky2016-05-291-1/+1
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* DPI Detection supportJuan Linietsky2016-05-291-2/+2
| | | | | Windows only for now. Many builds may break (older visual studio, mingw32)
* fix freetype paths on osx and mingwJuan Linietsky2016-05-291-2/+3
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* Finalized DynamicFont implementationJuan Linietsky2016-05-291-2/+2
| | | | | | -DynamicFont uses Freetype by default -Editor fonts are now scalable thanks to this -Cleaned up documentation browser and added fonts for this
* Fix windows 64-bits build.George Marques2016-05-031-0/+2
| | | | | | | The change in `tools/doc/doc_data.cpp` is needed because the MSVC compiler does not support variable length arrays. Fix #4113
* Fixes 64 bit MSVC builds, disables bits parameterAleksandar Danilovic2016-04-101-1/+90
| | | | | | | | Also Enables automatic detection of architecture for the MSVC compilers. Builds without assembly optimisations for x64 Closes issue #3098 Signed-off-by: Aleksandar Danilovic <greatgames.alexandar@gmail.com>
* Remove trailing spacesRémi Verschelde2016-04-021-29/+29
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* -removed buggy flags, makes mingw+32 bits+optimized work again,Juan Linietsky2016-02-041-1/+1
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* Revert "make msvc 64bits build again, fixes #3098"George Marques2016-01-261-1/+1
| | | | This reverts commit b21ce6cecbd75ae3281177c4890902586ca710f7.
* -Many fixes to windows build system with Mingw on Windows. Fixes #2690Juan Linietsky2016-01-251-35/+1
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* Fix 32 bit windows export crashmrezai2016-01-161-2/+8
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* make msvc 64bits build again, fixes #3098Juan Linietsky2016-01-101-1/+1
| | | | disabled assembly for msvc 64 bits, as it is not supported
* Better gamepad supporthondres2015-12-181-2/+2
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* some fixesJuan Linietsky2015-12-061-1/+0
| | | | | -fix compilation on tres/tscn on MSVC -fixed theora playback performance, closes #3004
* 0theora compilation fixesJuan Linietsky2015-11-251-0/+2
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* Merge pull request #2518 from masoudbh3/godot-iconsJuan Linietsky2015-11-191-5/+25
|\ | | | | Add icon to exe file in windows export
| * Add icon to exe file in windows exportmasoud bh2015-11-091-5/+25
| | | | | | | | | | | | | | | | | | add version_info and icon sections in "export to windows platform". add version_info and icon to godot exe file (editor & template exe). fix an problem in image class. change all default icons to android export icon (a little more rounded). create an python script for convert file to cpp byte array for use in 'splash.h'.
* | Fixes Visual Studio 2015 parallel builds (-j switch)ZuBsPaCe2015-10-301-2/+2
|/ | | | | | Reference: http://stackoverflow.com/questions/284778/what-are-the-implications-of-using-zi-vs-z7-for-visual-studio-c-projects fatal error C1041: cannot open program database 'C:\godot\vc140.pdb'; if multiple CL.EXE write to the same .PDB file, please use /FS
* -Added ability to use cubic interpolation on image resize (little more ↵Juan Linietsky2015-10-011-376/+376
| | | | | | quality on non-po2 resizing) -Added ability for exporter to shrink images to non-integer values. Helps if you want to convert your game artwork from 1080->720 or similar
* Hide stderr when trying to detect mingw binaries on posixRémi Verschelde2015-09-271-3/+3
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* draw button focus before text and iconJuan Linietsky2015-06-081-0/+6
| | | | closes #2047
* Change windows build to use CFlag /Od so that you get the full debug ↵Antony2015-05-091-1/+1
| | | | experience. Without this flag set, Visual Studio lets you use breakpoints, but the watch and locals is pretty much useless.
* Merge pull request #1432 from ↵Juan Linietsky2015-03-221-46/+162
|\ | | | | | | | | UsernameIsAReservedWord/fixes_platform_windows_detect_py Fixes platform/windows/detect.py
| * Update detect.pyUsernameIsAReservedWord2015-02-241-1/+1
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| * Update detect.pyUsernameIsAReservedWord2015-02-241-1/+1
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| * fixes platform/windows/detect.pyUsernameIsAReservedWord2015-02-241-46/+162
| | | | | | | | | | | | | | - fixes issue #1298 : under windows, too long `ar` command lines are split into several smaller command lines. - fixes issue #1285 : under linux, cross compiling with Mingw-w64 now generates actual 64bits EXE. - `MINGW32_PREFIX` and `MINGW64_PREFIX` environment variables are also available for Windows. - started to clean-up the remains of previous hacks and workarounds. - added some documentation into the script.
* | support for 2D shadow castersJuan Linietsky2015-03-021-2/+2
|/ | | | | | | | | | Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
* 2D Rewrite Step [1]Juan Linietsky2015-01-101-2/+2
| | | | | | | | -=-=-=-=-=-=-=-=-=- -Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future). -Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order) -Removed OpenGL ES 1.x support. Good riddance!
* -added new code completion guess locations, closes #1032Juan Linietsky2015-01-031-0/+21
| | | | -moved commandline fix to mingw-only, should fix #1064
* Bug FixesJuan Linietsky2014-11-021-0/+10
| | | | | | | | | | | | | | | | -=-=-=-=- -Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia -Added support for multiline strings (or comments) using """ -Save subscene bug, properties not being saved in root node (#806) -Fix Crash in CollisionPolygon2DEditor (#814) -Restored Ability to compile without 3D (#795) -Fix InterpolatedCamera (#803) -Fix UV Import for OBJ Meshes (#771) -Fixed issue with modifier gizmos (#794) -Fixed CapsuleShape gizmo handle (#50) -Fixed Import Button (not properly working in 3D) (#733) -Many misc fixes (though no new features)
* -Much improvement to baked light bakerJuan Linietsky2014-10-271-1/+1
| | | | | | | -Fixed many bugs in stretch mode -Fixes to camera project and unproject as consequence of the above -added setget to script (documented in script doc) -more fixes to collada exporter for blender
* -Rasterizer supports meshes with both skeletons and blend shapesJuan Linietsky2014-10-091-0/+3
| | | | -Collada exporter supports Blend Shapes (even on actions via set driven keys)
* Fix windows build issue by moving libraries from LIBS to LINKFLAGS; Remove ↵marynate2014-10-081-1/+2
| | | | redundant .exe surfix on windows
* Build System ChangesJuan Linietsky2014-10-071-48/+53
| | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-= Build System: -Big clean up of SCons, changed how builds are done to a much cleaner method (check the Github Wiki for instructions). -Deactivated BlackBerry10 (sorry), if no mantainer found (or BlackBerry does not send us a Passort ;), platform will be removed as we have no longer devices to test. Engine: -Removed deprecated object and scene format (was in there just for compatibility, not in use since a long time). -Added ability to open scenes even if a node type was removed (will try to guess the closest type). -Removed deprecated node types.
* 3D Physics Rework, Other StuffJuan Linietsky2014-09-151-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- 3D Physics: -Fixed "Bounce" parameter in 3D -Fixed bug affecting Area (sometims it would not detect properly) -Vehicle Body has seen heavy work -Added Query API for doing space queries in 3D. Needs some docs though. -Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up: -PinJoint -HingeJoint (with motor) -SliderJoint -ConeTwistJoint -Generic6DOFJoint -Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions: -input_event (mouse or multitouch input over the body) -mouse_enter (mouse entered the body area) -mouse_exit (mouse exited body area) For Area it needs to be activated manually, as it isn't by default (ray goes thru). Other: -Begun working on Windows 8 (RT) port. Compiles but does not work yet. -Added TheoraPlayer library for improved to-texture and portable video support. -Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
* 3D Physics and Other StuffJuan Linietsky2014-09-021-1/+2
| | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-= -New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too. -A lot of fixes to the 3D physics engine -Added KinematicBody with demo -Fixed the space query API for 2D (demo will come soon). 3D is WIP. -Fixed long-standing bug with body_enter/body_exit for Area and Area2D -Performance variables now includes physics (active bodies, collision pairs and islands) -Ability to see what's inside of instanced scenes! -Fixed Blend Shapes (no bs+skeleton yet) -Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
* Static mingw windows buildmarynate2014-05-261-4/+6
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