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<title>godot.git/platform/iphone/detect.py, branch 3.0-stable</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/platform/iphone/detect.py?h=3.0-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/platform/iphone/detect.py?h=3.0-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-11-20T18:16:49Z</updated>
<entry>
<title>Allow configuring iOS export</title>
<updated>2017-11-20T18:16:49Z</updated>
<author>
<name>Ruslan Mustakov</name>
</author>
<published>2017-10-02T15:01:43Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=8f0f327f0207cbde27bbfba3ac106b9457d7201b'/>
<id>urn:sha1:8f0f327f0207cbde27bbfba3ac106b9457d7201b</id>
<content type='text'>
 - EditorExportPlugin's _export_begin accepts all the arguments related
   to the current export (is_debug, path, flags).

 - EditorExportPlugin API is extended with methods allowing to configure
   iOS export: add_ios_framework, add_ios_plist_content,
   add_ios_linker_flags, add_ios_bundle_file.

 - iOS export template now contains Godot as a static library so that
   it can be linked with third-party Frameworks and GDNative static
   libraries.

 - Adds method to DirAccess for recursive copying of a directory.

 - Fixes iOS export to work with Xcode 9 (released recently).
</content>
</entry>
<entry>
<title>Cleanup old references to GLES2 renderer</title>
<updated>2017-11-19T16:52:18Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-11-19T16:52:18Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=9f134aa5d1b9e3714cd9a19948004204b7f41c68'/>
<id>urn:sha1:9f134aa5d1b9e3714cd9a19948004204b7f41c68</id>
<content type='text'>
There are still some left in the Android Java code, even stuff to swap between
GLES1 and GLES2 support from early Godot days... would be good to see some cleanup
there too one day.

The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported.
It can be readded when GLES 2.0 support comes back. Fixes #13004.
</content>
</entry>
<entry>
<title>change matrix and enable caching for Android, iOS and macOS (cross-compile)</title>
<updated>2017-11-13T19:05:26Z</updated>
<author>
<name>Rhody Lugo</name>
</author>
<published>2017-11-10T00:07:28Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=7f3ecd4227edd4deb632eae9cbaeb5567a959a14'/>
<id>urn:sha1:7f3ecd4227edd4deb632eae9cbaeb5567a959a14</id>
<content type='text'>
</content>
</entry>
<entry>
<title>SCons: make use_lto a global option and opt-in for iphone</title>
<updated>2017-11-02T08:11:50Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-11-02T08:11:29Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=cefdb34f6c1af31048340182c10587099c39da44'/>
<id>urn:sha1:cefdb34f6c1af31048340182c10587099c39da44</id>
<content type='text'>
Supersedes #12553, see discussion in #12552.
</content>
</entry>
<entry>
<title>Merged iphone and osx audio drivers into drivers/coreaudio</title>
<updated>2017-09-30T05:16:42Z</updated>
<author>
<name>Marcelo Fernandez</name>
</author>
<published>2017-09-29T18:22:42Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=12d40fa03f95cccfb6af994b03576f78af314891'/>
<id>urn:sha1:12d40fa03f95cccfb6af994b03576f78af314891</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Use BoolVariable in platform-specific options.</title>
<updated>2017-09-25T18:36:30Z</updated>
<author>
<name>Elliott Sales de Andrade</name>
</author>
<published>2017-09-25T04:37:17Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=3e69d19116e8d0d64fcbb096d925249e5d3596ed'/>
<id>urn:sha1:3e69d19116e8d0d64fcbb096d925249e5d3596ed</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Use BoolVariable for module options.</title>
<updated>2017-09-25T18:36:30Z</updated>
<author>
<name>Elliott Sales de Andrade</name>
</author>
<published>2017-09-25T04:27:32Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5be675eb0332ccf660a81df51701146997ef9fcb'/>
<id>urn:sha1:5be675eb0332ccf660a81df51701146997ef9fcb</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Use BoolVariable in target/component/advanced options.</title>
<updated>2017-09-25T18:36:02Z</updated>
<author>
<name>Elliott Sales de Andrade</name>
</author>
<published>2017-09-25T04:04:49Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=ffab67b8daea8e3379824105439eba8226b72fde'/>
<id>urn:sha1:ffab67b8daea8e3379824105439eba8226b72fde</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Make build scripts Python3 compatible</title>
<updated>2017-08-27T21:05:39Z</updated>
<author>
<name>Matthias Hoelzl</name>
</author>
<published>2017-08-26T16:53:49Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=b6e1e47e3a92c1b94ef327149068a8a147fc73f5'/>
<id>urn:sha1:b6e1e47e3a92c1b94ef327149068a8a147fc73f5</id>
<content type='text'>
- The Windows, UWP, Android (on Windows) and Linux builds are
  tested with Scons 3.0 alpha using Python 3.
- OSX and iOS should hopefully work but are not tested since
  I don't have a Mac.
- Builds using SCons 2.5 and Python 2 should not be impacted.
</content>
</entry>
<entry>
<title>Buildsystem: Improve detect.py readability and fix issues</title>
<updated>2017-07-01T06:20:51Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-06-30T17:21:38Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=e91a267a7c9e1e82118ab4f98ed60908c34de115'/>
<id>urn:sha1:e91a267a7c9e1e82118ab4f98ed60908c34de115</id>
<content type='text'>
Tried to organize the configure(env) calls in sections, using the same order
for all platforms whenever possible.

Apart from cosmetic changes, the following issues were fixed:
- Android: cleanup linkage, remove GLESv1_CM and GLESv2
- iPhone: Remove obsolete "ios_gles22_override" option
- OSX:
  * Fix bits detection (default to 64) and remove obsolete "force_64_bits" option
    (closes #9449)
  * Make "fat" bits argument explicit
- Server: sync with X11
- Windows: clean up old DirectX 9 stuff
- X11:
  * Do not require system OpenSSL for building (closes #9443)
  * Fix typo'ed use_leak_sanitizer option
  * Fix .llvm suffix overriding custom extra_suffix
</content>
</entry>
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