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Unify all platforms with CMake #923
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dsvensson
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Aug 7, 2024
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- Same build system as mvdsv and ktx, polished IDE integrations.
- Same build system on all platforms. No more XML diffs for Visual Studio project.
- Generation of Xcode and Visual Studio projects that work with profiler etc.
- Cross-compilation with mingw for i686/x64, including building of all deps.
- Static builds first class on Windows/Linux/macOS, no need to consider what versions are in distros.
- Sandboxed client on macOS, no risk of leaking filesystem content due to exploits.
- A much more capable build system that makes it easier to deal with future improvements.
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dsvensson
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@tcsabina @qqshka @ciscon This is mostly done by now except for updating CI, old CI still uploading stuff. Maybe some readme stuff left, maybe some bikeshedding here and there, probably some stuff I'm blind to. Read it, try it so we can get it merged. Could also merge as is and update CI after merge as this PR will not delete any of the old ways of building. |
The reasoning for the recent changes were based on non-macOS users questions in the helpdesk channel on Discord. On macOS the OS deals with the gamma changes very smoothly so this isn't really an issue.
Switch raw input to GameController which is made to work with sandboxed applications. When the application starts, the user is prompted with a file dialog that allows selection of what basedir to use. This will be stored in the application preferences for future launches. When the directory becomes unavailable, or a new version is installed, the user will be prompted with the file dialog again.
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* Build fixes for PCRE2 on macOS. * New minor versions of SDL2, zlib. * Makes SDL_DBUS optional on Linux, cutting 85% build time.
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