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<title>godot.git/platform/windows/SCsub, 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/windows/SCsub?h=3.0-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/platform/windows/SCsub?h=3.0-stable'/>
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<updated>2018-01-26T19:46:56Z</updated>
<entry>
<title>Make separate debug symbols opt-in</title>
<updated>2018-01-26T19:46:56Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2018-01-26T19:46:56Z</published>
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<id>urn:sha1:c6d9a7665acdd5785760eee0c69bd1d2a53b6b90</id>
<content type='text'>
This adds a separate_debug_symbols option to the x11, windows, and osx
targets. This will default to adding normal debugging symbols to the
artifacts and only splits them when separate_debug_symbols=yes on the
Scons command line.
</content>
</entry>
<entry>
<title>Rename the debug symbol files to .debugsymbols</title>
<updated>2017-12-16T12:55:04Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2017-12-16T12:54:14Z</published>
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<id>urn:sha1:05018582d796cbaaa516c2a729012352a2f4cb3f</id>
<content type='text'>
Some users were confused by the '.debug' suffix for the symbols.
</content>
</entry>
<entry>
<title>Move windows networking class to drivers/windows/</title>
<updated>2017-12-15T17:25:29Z</updated>
<author>
<name>Fabio Alessandrelli</name>
</author>
<published>2017-12-15T15:39:30Z</published>
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<id>urn:sha1:ac7444023eeb2ca998947ca65b0a904f550f2404</id>
<content type='text'>
Also rename stream_peer_winsock.* to stream_peer_tcp_winsock.* and
StreamPeerWinsock to StreamPeerTCPWinsock.
</content>
</entry>
<entry>
<title>Use MinGW specific binutils for debug symbols separation</title>
<updated>2017-12-11T16:12:50Z</updated>
<author>
<name>bruvzg</name>
</author>
<published>2017-12-11T16:00:08Z</published>
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<id>urn:sha1:5f5c4613858a1ff7ada77121f423dfb627a5c421</id>
<content type='text'>
</content>
</entry>
<entry>
<title>disable caching for targets using helper functions</title>
<updated>2017-11-29T03:24:12Z</updated>
<author>
<name>Rhody Lugo</name>
</author>
<published>2017-11-28T20:27:57Z</published>
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<id>urn:sha1:a65c0939fd1adc616275ad01996917fab89a7b9c</id>
<content type='text'>
</content>
</entry>
<entry>
<title>use the same cache for all branches for appveyor</title>
<updated>2017-11-28T07:23:33Z</updated>
<author>
<name>Rhody Lugo</name>
</author>
<published>2017-11-27T13:39:05Z</published>
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<id>urn:sha1:a4a222d62dcffaf93e3dd439c3f61836a4cd831e</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Merge pull request #11568 from endragor/loggers</title>
<updated>2017-10-02T21:51:26Z</updated>
<author>
<name>Andreas Haas</name>
</author>
<published>2017-10-02T21:51:26Z</published>
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<id>urn:sha1:132ba0ed9799db9ed1449fa2f2fc597d4b91612d</id>
<content type='text'>
Extract logging logic</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>
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<id>urn:sha1:ffab67b8daea8e3379824105439eba8226b72fde</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Extract logging logic</title>
<updated>2017-09-25T09:19:21Z</updated>
<author>
<name>Ruslan Mustakov</name>
</author>
<published>2017-09-22T05:56:02Z</published>
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<id>urn:sha1:1a2311e3505765e37b736fe6bb46bb229e00701f</id>
<content type='text'>
Previously logging logic was scattered over OS class implementations
with plenty of duplication. Major changes in this commit:

 - Extracted logging logic into a separate Logger hierarchy. It allows
   easy configuration of logging mechanism depending on compile-time or
   run-time configuration.

 - Implemented RotatedFileLogger which is usually used with StdLogger,
   providing persistency of logs. It is often important to be able to
   obtain logs of the game even in production to be able to understand
   what happened prior to some problem. On mobile there previously was
   no way to obtain the logs aside from having the device connected to
   your machine.

 - flush() is not performed in release mode for every logged line. It
   is only performed for errors.
</content>
</entry>
<entry>
<title>Create separate debug info files by default</title>
<updated>2017-09-16T10:00:46Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2017-09-13T17:32:24Z</published>
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<id>urn:sha1:88be952fc9021df7e10adc49211e5024d200a665</id>
<content type='text'>
Now that we have a built-in stacktrace on a segfault it would be useful
to have debug information on debug_release builds so that bugreports can
include this information. Without this debug info we will still get
function names in the backtrace but not file location.

This commit will by default build all targets with minimal debug info
and then strip the information into separate files. On MacOS this is a
.dSYM file, on Linux/MingW this is a .debug file. MacOSX will
automatically load a dSYM file if it exists in its debugger. On
Linux/MingW we create a 'gnu debuglink' meaning that gdb and friends
will automatically find the debug symbols if they exist.

Existing workflow for developers does not change at all, except that we
now create two instead of one build artifact by default.

This commit also adds a 'debug_symbols' option to X11, MacOS, and MingW
targets. The default is 'yes' which corresponds to -g1. The alternatives
are 'no' (don't generate debug infos at all) or 'full' which runs with
-g2. A target=debug build will now build with -g3.
</content>
</entry>
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