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<title>godot.git/platform/uwp, branch mirror</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/platform/uwp?h=mirror</id>
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<updated>2018-06-07T19:40:54Z</updated>
<entry>
<title>Tweak some help texts in the build system</title>
<updated>2018-06-07T19:40:54Z</updated>
<author>
<name>Hugo Locurcio</name>
</author>
<published>2018-06-07T18:46:32Z</published>
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<id>urn:sha1:d54b5da9406ffaad12d63b5895e53f293e834c34</id>
<content type='text'>
This also removes `unix_global_settings_path` from SConstruct
since it is no longer used.
</content>
</entry>
<entry>
<title>For uwp the ARM architecture needs to be in lower case</title>
<updated>2018-05-08T23:16:05Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2018-05-08T23:16:05Z</published>
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<id>urn:sha1:07f590046ad1ac96098989f8c266bfa0cc414f18</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Merge pull request #17196 from RandomShaper/improve-gui-touch</title>
<updated>2018-05-02T08:47:49Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-05-02T08:47:49Z</published>
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<id>urn:sha1:18c28c159d12c9d3227c2199998b271f7c5e5998</id>
<content type='text'>
Implement universal translation of touch to mouse (3.1)</content>
</entry>
<entry>
<title>Implement universal translation of touch to mouse</title>
<updated>2018-04-30T17:03:38Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2018-02-24T02:04:30Z</published>
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<id>urn:sha1:de9d40a9537bafa613dc54f2200b7509ad6fa9e3</id>
<content type='text'>
Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*)

The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers.

Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse.

*: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest.

On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction.

Plus: Improve/fix tracking of current mouse position.

** Summary of changes to settings: **

- `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse`
- New setting: `input/pointing_devices/emulate_mouse_from_touch`
</content>
</entry>
<entry>
<title>Fix Coverity reports of uninitialized scalar variable</title>
<updated>2018-04-19T13:20:45Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-04-19T11:04:41Z</published>
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<id>urn:sha1:bf7ca623a65f25cc4ac7a3ca0d6635331ec07c25</id>
<content type='text'>
Fixes most current reports on Coverity Scan of uninitialized scalar
variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html

These happen most of the time (in our code) when instanciating structs
without a constructor (or with an incomplete one), and later returning
the instance. This is sometimes intended though, as some parameters are
only used in some situations and should not be double-initialized for
performance reasons (e.g. `constant` in ShaderLanguage::Token).
</content>
</entry>
<entry>
<title>Fix UWP build after #17194</title>
<updated>2018-03-29T16:21:08Z</updated>
<author>
<name>Fabio Alessandrelli</name>
</author>
<published>2018-03-29T16:17:38Z</published>
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<id>urn:sha1:e6364c3fd55a74b31cd5ad8ad98b9534cf9f258d</id>
<content type='text'>
`uwp/detect.py` was not setting the `env.msvc` variable to true causing
scons to pass wrong arguments to `msvc` (using `clang/gcc` options)
which in turn break the build due to `-Werror=return-type` not being
recognized by ms compiler.
</content>
</entry>
<entry>
<title>Added missing import BoolVariable</title>
<updated>2018-03-15T11:35:44Z</updated>
<author>
<name>Bastiaan Olij</name>
</author>
<published>2018-03-15T11:24:49Z</published>
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<id>urn:sha1:cc9e8aa73239c4d672775cfd05b84c21fe246b84</id>
<content type='text'>
Didn't like the missing BoolVariable :)
</content>
</entry>
<entry>
<title>Enable SCons to autodetect Windows MSVC compiler</title>
<updated>2018-03-13T13:51:05Z</updated>
<author>
<name>Gary Oberbrunner</name>
</author>
<published>2018-03-02T19:51:29Z</published>
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<id>urn:sha1:d1318ee12c6c19bba899ce97e46a30c461ebac44</id>
<content type='text'>
SCons has good compiler detection logic for MSVC compilers. Up to now,
Godot hasn't used it; it depends on passed-in OS environment vars from
a specific Visual Studio cmd.exe windows. This makes it harder to
build from a msys or cygwin shell.

This change allows SCons to autodetect Visual Studio unless it sees
VCINSTALLDIR in the os.environ. It also adds a 'msvc_version' arg for
manual specification of compiler version, and uses the existing 'bits'
arg to specify the target architecture. More detail could be added as
desired. It also adds 'use_mingw' to always use mingw, even if Visual
Studio is installed. That uses the existing mingw setup logic.

If people are used to building Godot in a Visual Studio cmd window,
this should not change the behavior in that case, since VCINSTALLDIR
will be set in those windows. (However, note that you could now unset
that var and build with any other MSVC version or target arch, even in
that window.)

I refactored much of platform/windows/detect.py during this, to
simplify and clarify the logic. I also cleaned up a bunch of env var
settings in windows/detect.py and SConstruct to use modern SCons
idioms and simplify things.

I suspect this will also enable using the Intel compiler on Windows,
though that hasn't been tested.
</content>
</entry>
<entry>
<title>Fix typos with codespell</title>
<updated>2018-02-21T18:46:06Z</updated>
<author>
<name>luz.paz</name>
</author>
<published>2018-02-21T16:30:55Z</published>
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<id>urn:sha1:612ab4bbc6f2396f4dcd68c3f142f7dfa2f5f0a5</id>
<content type='text'>
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
</content>
</entry>
<entry>
<title>Link bcrypt lib in window and UWP</title>
<updated>2018-02-20T16:42:16Z</updated>
<author>
<name>Fabio Alessandrelli</name>
</author>
<published>2018-02-20T09:08:17Z</published>
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</entry>
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