Tue, 21 Apr 2015 01:22:32 -0400 x11: Workaround window managers that mark fullscreen windows as maximized.
Ryan C. Gordon <icculus@icculus.org> [Tue, 21 Apr 2015 01:22:32 -0400] rev 10016
x11: Workaround window managers that mark fullscreen windows as maximized. This patch came from Unreal Engine 4's fork of SDL, compliments of Epic Games.
Mon, 04 Jan 2016 23:44:27 -0500 x11: Let apps specify that video init should fail if XRandR is unavailable.
Ryan C. Gordon <icculus@icculus.org> [Mon, 04 Jan 2016 23:44:27 -0500] rev 10015
x11: Let apps specify that video init should fail if XRandR is unavailable. Notably: it sets the error string to inform you that your custom SDL is built without xrandr support, which apparently has been a support issue for Unreal Engine 4 developers.
Tue, 05 Jan 2016 02:40:14 -0500 x11: _NET_WM_PID needs a long, not a pid_t, I think.
Ryan C. Gordon <icculus@icculus.org> [Tue, 05 Jan 2016 02:40:14 -0500] rev 10014
x11: _NET_WM_PID needs a long, not a pid_t, I think.
Tue, 05 Jan 2016 01:26:32 -0500 CMake: Let static libraries optionally be built with Position Independent Code.
Ryan C. Gordon <icculus@icculus.org> [Tue, 05 Jan 2016 01:26:32 -0500] rev 10013
CMake: Let static libraries optionally be built with Position Independent Code.
Tue, 05 Jan 2016 01:25:54 -0500 CMake: use the old MACOSX_RPATH behavior (for now), silence the warning.
Ryan C. Gordon <icculus@icculus.org> [Tue, 05 Jan 2016 01:25:54 -0500] rev 10012
CMake: use the old MACOSX_RPATH behavior (for now), silence the warning.
Tue, 21 Apr 2015 10:19:20 -0400 Updated comment: this is the correct way to do fullscreen on X11 now.
Ryan C. Gordon <icculus@icculus.org> [Tue, 21 Apr 2015 10:19:20 -0400] rev 10011
Updated comment: this is the correct way to do fullscreen on X11 now.
Tue, 21 Apr 2015 09:46:48 -0400 Added a few FIXMEs.
Ryan C. Gordon <icculus@icculus.org> [Tue, 21 Apr 2015 09:46:48 -0400] rev 10010
Added a few FIXMEs.
Mon, 04 Jan 2016 22:58:38 -0500 Try to build with GCC's -Wdeclaration-after-statement.
Ryan C. Gordon <icculus@icculus.org> [Mon, 04 Jan 2016 22:58:38 -0500] rev 10009
Try to build with GCC's -Wdeclaration-after-statement. This will help catch things that'll cause issues on C89 compilers before we send them on to fail on Buildbot.
Mon, 04 Jan 2016 22:00:04 -0500 Mac: allows apps to use OpenGL on a slower, integrated GPU.
Ryan C. Gordon <icculus@icculus.org> [Mon, 04 Jan 2016 22:00:04 -0500] rev 10008
Mac: allows apps to use OpenGL on a slower, integrated GPU. This is often useful for SDL apps that aren't meant to be games: the integrated GPU starts up faster, uses less power, and is often more than fast enough. Note that even with this change, the app will still default to the more powerful, discrete GPU if one is available; an app that prefers the integrated GPU will still need the NSSupportsAutomaticGraphicsSwitching key properly set in its Info.plist and Mac OS X 10.7 or later. https://developer.apple.com/library/mac/qa/qa1734/_index.html
Mon, 04 Jan 2016 16:36:42 -0500 Patch to compile on C89 compilers.
Ryan C. Gordon <icculus@icculus.org> [Mon, 04 Jan 2016 16:36:42 -0500] rev 10007
Patch to compile on C89 compilers.
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