When built against 10.15 SDK or earlier, macOS 11.0+ returns 10.16 for compatibility, and external process is needed to output the actual version for us
The problem I discovered is that these backends do not respect the GUI-side system setting for swapping the buttons, so this needs to be done in-application so that swapped buttons can behave the same in the menu and the game.
commit bbfb934e808c6602d3a059adf270e997b71b900c
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date: Sun Dec 6 23:50:15 2020 -0500
- and now it builds! but ... does it run?
commit 67096c8966f28dcff40c998d10e5510d6a689a13
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date: Sun Dec 6 22:25:13 2020 -0500
- one more step closer to compile
commit 5a0c84dd2d3e1798e7a99f4ec1696f678708f0e6
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date: Sun Dec 6 22:13:39 2020 -0500
- set up dynamic opengl load for windows
commit 6ef8118b801f305000ce881a4b04aaaef0196226
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date: Sat Dec 5 16:38:53 2020 -0500
- allow compiling for win-arm64
commit 7d6f3797c4393fa7b0ed567b94d1de135ecb5ac6
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date: Fri Dec 4 05:18:29 2020 -0500
- allow targeting ARM64 on Windows
Co-authored-by: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Sensitivity scaling of both axes is now exposed as a raw factor to the user instead of obscuring it behind an unclear 'prescale' boolean.
This also consolidates the coordinate processing code to prevent such discrepancies as were present here from happening again.
Migration code for old config settings is present so that this change does not affect existing configurations.
- DirectInput axes are now X first, Y second.
- Menu axes controls swapped/fixed.
- Added SDL DualShock3 buttons in menu actions.
- Fixed SDL mouse system cursor; it could appear in-game.
* removed refreshFreq variable and related code. This only got into the backend because of stupid interpolation code in some of the Build games which has long been removed.
* save FixedBitArrays as base64 in savegames.
* allow indirections in the string table - by prefixing the language string with '$$' the remaining text is interpreted as another string label to resolve.
* constexpr in palette code, also replacing #defines with enums.
Replaced explicit save of configuration file, which doesn't work after recent backend refactoring, with passing of CVARs we need to store to a new GZDoom process
https://forum.zdoom.org/viewtopic.php?t=69790
src/common/engine/stats.h:139:31: error: invalid output constraint '=A' in asm
src/common/platform/posix/osx/iwadpicker_cocoa.mm:379:1: warning: non-void function does not return a value [-Wreturn-type]