godot/platform
Ruslan Mustakov 011d997840 Sign iOS dylibs before packaging
These changes allow to open the exported project in XCode and Run it
immediately to begin debugging. Before these changes you'd have to
sign GDNative libs and change Build Configuration manually.
2017-10-16 10:35:58 +07:00
..
android export onBackPress for Android Module 2017-10-15 10:35:13 +05:30
haiku Drop unusued LEGACYGL_ENABLED check 2017-10-13 00:18:04 +02:00
iphone Sign iOS dylibs before packaging 2017-10-16 10:35:58 +07:00
javascript Merge pull request #12010 from eska014/jseval 2017-10-11 22:36:52 +02:00
osx Use binary names instead of absolute paths in calls to OS::execute. 2017-10-13 16:45:24 +02:00
server Use BoolVariable in platform-specific options. 2017-09-25 14:36:30 -04:00
uwp OS::execute can now read from stderr too when executing with a pipe 2017-10-03 15:09:04 -03:00
windows Fixed wrong Virtual-KeyCode(0x12) pair on Windows platform (#12073) 2017-10-14 15:41:57 +07:00
x11 Use binary names instead of absolute paths in calls to OS::execute. 2017-10-13 16:45:24 +02:00