Age | Commit message (Collapse) | Author |
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which would be to determine which media plugins should be added as
dependencies.
Plus minimise diff from SLv code.
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otherwise those executables couldn't be read and therefore couldn't
be copied for bundle preparation, for example.
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They're custom anyway so very unlikely to be reused in other projects.
TinyGLTF.cmake changes here just to minimise diff, the include
directory setting does not have any effect (just like in TinyEXR.cmake).
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Somehow it wouldn't work.
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cause SLPlugin's Frameworks wouldn't exist yet before installation.
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Now you can pass -DCMAKE_OSX_ARCHITECTURES:STRING=`uname -m` or
-DCMAKE_OSX_ARCHITECTURES:STRING="arm64;x86_64" and it will build
as intended.
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otherwise fixup_bundle would try to fix DullahanHelper executables
when otool -L somehow can't find files that contain spaces in their
names. By postponing the chmod until after fixup_bundle is called,
fixup_bundle will ignore the DullahanHelper apps since they contain
no executables yet by that time.
Apart from that, trying to link to CEF would fail before installation
cause SLPlugin's Frameworks directory wouldn't exist yet.
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but set CMAKE_INSTALL_PREFIX to newview/Megapahit.app/Contents.
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Using file(CHMOD ... PERMISSIONS .._EXECUTE) somehow didn't work,
so I had to set it to reinstall the Dullahan executables, and they
are the only files that are required to be executable (CEF framework
and the .dylibs aren't).
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Must have been residues before, they really were in llplugin/lib
when I was doing the media plugin before.
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Adding custom command to fix SLPlugin's references wouldn't have
any effect because fixup_bundle will overwrite them in install stage.
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Explanation just like previous commit.
There's a reference fix that doesn't seem to be valid any more.
First of all, the path leading to CEF framework would be wrong,
and secondly, the plugin doesn't seem to link to CEF.
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Somehow fixup_bundle misses fixing the plugins.
These fixes are in effect when MacPorts is used, though it wouldn't
hurt if you're using HomeBrew, it's just you'd need to add the
references to the HomeBrew libraries just like the MacPorts ones.
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This commit fixes a gSavedSettings variable call
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missing cmakelists.txt from previous commit
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there was missing include in llwindowsdl.cpp
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This commit fixes the fps limiter for intel and amd cpus
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This commit fixes an issue with the contextual menu in HiDPI mode,
as well as the positioning of object hover informations.
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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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Even when maint-b is merged to main, webrtc-voice will very likely
still have to wait until it's merged with main to get maint-b's
changes. I'll worry about the conflicts later, just so any branch
would build on SDL2 or not without any patches.
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I couldn't get CEF & Dullahan copied using this function.
fixup_bundle on SLPlugin.app was considered invalid, however, SLPlugin
itself gets install_name_tool changed but pointing to a non-existent
Frameworks directory that would be in the SLPlugin.app bundle.
We will have to create and fill such directory with links to the upper
(the root viewer app bundle Frameworks') library copies ourselves.
We wouldn't want fixup_bundle to successfully fill SLPlugin's Frameworks
with copies instead of links anyway.
See:
`man cmake-modules`
https://cmake.org/cmake/help/book/mastering-cmake/chapter/Install.html
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Turns out the custom command was only for bundling it, not
necessarily installing it.
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`make install` instead should do the job.
Some generations haven't been reimplemented, including
build_data.json, contributors.txt, and settings_install.xml.
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plus some reindentations.
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Except for SLPlugin since there's already a custom command for it.
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I couldn't make it to work with gstreamer even though everything was in
place. It was already working anyway with LibVLC, and, Windows & macOS
use it too, so it's actually the more cross-platform solution.
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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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In viewer manifest the 10 suffix is removed, with CPack it might
as well be named without the suffix. I haven't been able to get
streaming working on FBSD, though. Maybe I need to install something.
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FindPkgConfig does the work.
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This reverts commit e7ad9b00ce677fc38f0dec809dc160e7bb307dd2.
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that GCC did't like. Adding a compile flag to the file didn't help
somehow. So we're just initialising it with float 0.0.
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More transparency
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Less ugly alternative
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add pirate theme!
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Make outline slightly less transparent
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