<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/platform/windows, branch 3.0.2-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?h=3.0.2-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/platform/windows?h=3.0.2-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2018-03-01T20:15:35Z</updated>
<entry>
<title>Fixed Windows ignoring minimized/maximized status set by user</title>
<updated>2018-03-01T20:15:35Z</updated>
<author>
<name>Marcelo Fernandez</name>
</author>
<published>2018-02-26T20:38:00Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=61fd30c00e2f43bc4fe2e5a6f04e3fb38b05f000'/>
<id>urn:sha1:61fd30c00e2f43bc4fe2e5a6f04e3fb38b05f000</id>
<content type='text'>
(cherry picked from commit f8da9550f4946d438dc1a9074d039ea7a446c293)
</content>
</entry>
<entry>
<title>Refactor version macros and fix related bugs</title>
<updated>2018-02-24T00:34:34Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-02-23T18:48:49Z</published>
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<id>urn:sha1:d79a7a27735fde30a843bbd931a663ffaa5884c9</id>
<content type='text'>
The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were
several places hardcoding their own variant of the version string, potentially
with bugs (e.g. forgetting the patch number when defined).

The new logic defines:

- VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1)
- VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch',
  depending on whether the latter is defined (e.g. 3.1.4)
- VERSION_FULL_CONFIG, which contains the version status (e.g. stable)
  and the module-specific suffix (e.g. mono)
- VERSION_FULL_BUILD, same as above but with build/reference name
  (e.g. official, custom_build, mageia, etc.)
  Note: Slight change here, as the previous format had the build name
  *before* the module-specific suffix; now it's after
- VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed
  with "Godot v" for readability

Bugs fixed thanks to that:

- Export templates version matching now properly takes VERSION_PATCH
  into account by relying on VERSION_FULL_CONFIG.
- ClassDB hash no longer takes the build name into account, but limits
  itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant
  for the API hash).
- Docs XML no longer hardcode the VERSION_STATUS, this was annoying.
- Small cleanup in Windows .rc file thanks to new macros.

(cherry picked from commit 23ebae01dc7e3df9c842ca7d017f7b233837721d)
</content>
</entry>
<entry>
<title>Fix typos with codespell</title>
<updated>2018-02-22T11:17:06Z</updated>
<author>
<name>luz.paz</name>
</author>
<published>2018-02-21T16:30:55Z</published>
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<id>urn:sha1:751806b5c7c2b63c47d228664c3425b6f3fdb5ac</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
```

(cherry picked from commit 612ab4bbc6f2396f4dcd68c3f142f7dfa2f5f0a5)
</content>
</entry>
<entry>
<title>PEP3101 applied with changing old type string formatting as new ones</title>
<updated>2018-02-19T21:25:41Z</updated>
<author>
<name>BTaskaya</name>
</author>
<published>2018-02-14T16:29:25Z</published>
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<id>urn:sha1:12da8dcdeb9fbb6162f85d9e752f6938b1811935</id>
<content type='text'>
(cherry picked from commit 78dba05fc02c7258b5f9f5a53cf4ea8a3c6ba856)
</content>
</entry>
<entry>
<title>Added OS::center_window to center the window precisely on desktop platforms</title>
<updated>2018-02-19T21:14:05Z</updated>
<author>
<name>Marcelo Fernandez</name>
</author>
<published>2018-02-12T17:17:29Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=150423203bcdf8a3ecacf6c73c1684c52990c8b4'/>
<id>urn:sha1:150423203bcdf8a3ecacf6c73c1684c52990c8b4</id>
<content type='text'>
(cherry picked from commit ea1d726a4603fdd6bd4dfa6c1fa3128cfb2915c7)
</content>
</entry>
<entry>
<title>Windows: Fix case of imm32 for case-sensitive MinGW build</title>
<updated>2018-02-19T21:13:44Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-02-15T08:06:00Z</published>
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<id>urn:sha1:801b544ee14fbfa906bdd9b659509378d231e3e2</id>
<content type='text'>
Fixes #16713.

(cherry picked from commit 4fa8987494c213bf85fbadaf394d844874544990)
</content>
</entry>
<entry>
<title>Windows: implement OS.get_unique_id and OS.set_ime_position</title>
<updated>2018-02-19T21:13:39Z</updated>
<author>
<name>geequlim</name>
</author>
<published>2018-01-20T13:40:52Z</published>
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<id>urn:sha1:097f95993fc42427a9207f9f0aee184893ff9bea</id>
<content type='text'>
(cherry picked from commit 3be04f73f567b9c39efae697e2a9b7d3c6185fc3)
</content>
</entry>
<entry>
<title>Implement OS::get_processor_count() for Windows</title>
<updated>2018-01-30T19:56:53Z</updated>
<author>
<name>Hein-Pieter van Braam</name>
</author>
<published>2018-01-29T15:46:30Z</published>
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<id>urn:sha1:a34afa382077ab0c45ebc82c5fdfbf9efcd820ea</id>
<content type='text'>
Current this is hardcoded as '1' for any platform except Unix. The
little is_wow64() dance is required to get correct output on a 32bit
compiled godot running on 64bit Windows according to MSDN.

This code should be UWP safe but I have no way to test that so it's not
implemented for UWP yet.

(cherry picked from commit b4d369c887001a824a4f27e59e3e300c8d4a5bb7)
</content>
</entry>
<entry>
<title>Merge pull request #16081 from djgaspa/dll-directory</title>
<updated>2018-01-27T22:32:05Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-01-27T22:32:05Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f12e8568d43de853e0b98588e7f132a61a92fc45'/>
<id>urn:sha1:f12e8568d43de853e0b98588e7f132a61a92fc45</id>
<content type='text'>
Fix remove_dll_directory crash when cookie is null</content>
</entry>
<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>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=c6d9a7665acdd5785760eee0c69bd1d2a53b6b90'/>
<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>
</feed>
