Age | Commit message (Collapse) | Author |
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From https://wiki.libsdl.org/SDL2/MigrationGuide
"So now that your window is back on the screen, let's talk strategy.
SDL2 still has SDL_Surface, but what you want, if possible, is the new
SDL_Texture. Surfaces are always in system RAM now, and are always
operated on by the CPU, so we want to get away from there. SDL2 has a
new rendering API. It's meant for use by simple 2D games, but most
notably, it's meant to get all that software rendering into video RAM
and onto the GPU. And even if you just want to use it to get your
software renderer's work to the screen, it brings some very nice
benefits: if possible, it will use OpenGL or Direct3D behind the scenes,
which means you'll get faster blits, a working Steam Overlay, and
scaling for free."
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on all platforms, not only on Darwin.
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During compile time try to detect libwayland-client-dev is installed,
- If yes, compile a viewer which can run and start under wayland. libwayland-client is needed to detect if the viewer is hidden/minimized.
- if no, disable wayland support and refuse to start the viewer under wayland (xwayland is okay).
To not introduce a hard link dependency on libwayland-client.so the object will be loaded dynamically if needed.
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SDL_CaptureMouse
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Add support for Core and Debug GL context creation
Fix window position support
Fix vsync handling
Add minimum GL context support
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Horizontal Scrollwheels
Proper extra mouse button handling
SDL native double click handling
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functions
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See commit ea268fcd48550f98baceef0294fd977ff12d2b35.
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2024.06-atlasaurus
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Performance and tuning floater updated including fixes
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This commit fixes a gSavedSettings variable call
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there was missing include in llwindowsdl.cpp
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This commit adds the tuning floater accessible via the fps button,
and improvements to the buffer mapping optimisation modes.
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From https://wiki.libsdl.org/SDL2/MigrationGuide
"So now that your window is back on the screen, let's talk strategy.
SDL2 still has SDL_Surface, but what you want, if possible, is the new
SDL_Texture. Surfaces are always in system RAM now, and are always
operated on by the CPU, so we want to get away from there. SDL2 has a
new rendering API. It's meant for use by simple 2D games, but most
notably, it's meant to get all that software rendering into video RAM
and onto the GPU. And even if you just want to use it to get your
software renderer's work to the screen, it brings some very nice
benefits: if possible, it will use OpenGL or Direct3D behind the scenes,
which means you'll get faster blits, a working Steam Overlay, and
scaling for free."
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This commit completes the SDL 2 support and adds HiDPI support for Mac.
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So we don't need to have a custom environment -DLL_FREEBSD=1 setting.
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# Conflicts:
# autobuild.xml
# indra/cmake/CMakeLists.txt
# indra/cmake/GoogleMock.cmake
# indra/llaudio/llaudioengine_fmodstudio.cpp
# indra/llaudio/llaudioengine_fmodstudio.h
# indra/llaudio/lllistener_fmodstudio.cpp
# indra/llaudio/lllistener_fmodstudio.h
# indra/llaudio/llstreamingaudio_fmodstudio.cpp
# indra/llaudio/llstreamingaudio_fmodstudio.h
# indra/llcharacter/llmultigesture.cpp
# indra/llcharacter/llmultigesture.h
# indra/llimage/llimage.cpp
# indra/llimage/llimagepng.cpp
# indra/llimage/llimageworker.cpp
# indra/llimage/tests/llimageworker_test.cpp
# indra/llmessage/tests/llmockhttpclient.h
# indra/llprimitive/llgltfmaterial.h
# indra/llrender/llfontfreetype.cpp
# indra/llui/llcombobox.cpp
# indra/llui/llfolderview.cpp
# indra/llui/llfolderviewmodel.h
# indra/llui/lllineeditor.cpp
# indra/llui/lllineeditor.h
# indra/llui/lltextbase.cpp
# indra/llui/lltextbase.h
# indra/llui/lltexteditor.cpp
# indra/llui/lltextvalidate.cpp
# indra/llui/lltextvalidate.h
# indra/llui/lluictrl.h
# indra/llui/llview.cpp
# indra/llwindow/llwindowmacosx.cpp
# indra/newview/app_settings/settings.xml
# indra/newview/llappearancemgr.cpp
# indra/newview/llappearancemgr.h
# indra/newview/llavatarpropertiesprocessor.cpp
# indra/newview/llavatarpropertiesprocessor.h
# indra/newview/llbreadcrumbview.cpp
# indra/newview/llbreadcrumbview.h
# indra/newview/llbreastmotion.cpp
# indra/newview/llbreastmotion.h
# indra/newview/llconversationmodel.h
# indra/newview/lldensityctrl.cpp
# indra/newview/lldensityctrl.h
# indra/newview/llface.inl
# indra/newview/llfloatereditsky.cpp
# indra/newview/llfloatereditwater.cpp
# indra/newview/llfloateremojipicker.h
# indra/newview/llfloaterimsessiontab.cpp
# indra/newview/llfloaterprofiletexture.cpp
# indra/newview/llfloaterprofiletexture.h
# indra/newview/llgesturemgr.cpp
# indra/newview/llgesturemgr.h
# indra/newview/llimpanel.cpp
# indra/newview/llimpanel.h
# indra/newview/llinventorybridge.cpp
# indra/newview/llinventorybridge.h
# indra/newview/llinventoryclipboard.cpp
# indra/newview/llinventoryclipboard.h
# indra/newview/llinventoryfunctions.cpp
# indra/newview/llinventoryfunctions.h
# indra/newview/llinventorygallery.cpp
# indra/newview/lllistbrowser.cpp
# indra/newview/lllistbrowser.h
# indra/newview/llpanelobjectinventory.cpp
# indra/newview/llpanelprofile.cpp
# indra/newview/llpanelprofile.h
# indra/newview/llpreviewgesture.cpp
# indra/newview/llsavedsettingsglue.cpp
# indra/newview/llsavedsettingsglue.h
# indra/newview/lltooldraganddrop.cpp
# indra/newview/llurllineeditorctrl.cpp
# indra/newview/llvectorperfoptions.cpp
# indra/newview/llvectorperfoptions.h
# indra/newview/llviewerparceloverlay.cpp
# indra/newview/llviewertexlayer.cpp
# indra/newview/llviewertexturelist.cpp
# indra/newview/macmain.h
# indra/test/test.cpp
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Cause last time I checked, it didn't pass on Fedora.
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Including a very important one which is so assets are fetched!
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source for viewer 7.1.7.8974243247
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# Conflicts:
# autobuild.xml
# indra/cmake/ConfigurePkgConfig.cmake
# indra/cmake/ICU4C.cmake
# indra/media_plugins/gstreamer010/llmediaimplgstreamer_syms.cpp
# indra/media_plugins/gstreamer010/llmediaimplgstreamer_syms.h
# indra/media_plugins/gstreamer010/llmediaimplgstreamertriviallogging.h
# indra/media_plugins/gstreamer010/llmediaimplgstreamervidplug.cpp
# indra/media_plugins/gstreamer010/llmediaimplgstreamervidplug.h
# indra/media_plugins/gstreamer010/media_plugin_gstreamer010.cpp
# indra/newview/llappviewerlinux_api.h
# indra/newview/llappviewerlinux_api_dbus.cpp
# indra/newview/llappviewerlinux_api_dbus.h
# indra/newview/llfloateremojipicker.cpp
# indra/newview/lloutfitslist.cpp
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Done in a simple way, without checking the GLX extension string.
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