-=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
83 lines
2.5 KiB
Python
83 lines
2.5 KiB
Python
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import os
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import sys
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def is_active():
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return True
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def get_name():
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return "WinRT"
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def can_build():
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if (os.name=="nt"):
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#building natively on windows!
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if (os.getenv("VSINSTALLDIR")):
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return True
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return False
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def get_opts():
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return []
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def get_flags():
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return []
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def configure(env):
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env.Append(CPPPATH=['#platform/winrt', '#platform/winrt/include'])
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env['OBJSUFFIX'] = ".rt" + env['OBJSUFFIX']
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env['LIBSUFFIX'] = ".rt" + env['LIBSUFFIX']
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env.Append(LIBPATH=['#platform/winrt/x64/lib'])
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if (env["target"]=="release"):
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env.Append(CCFLAGS=['/O2'])
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env.Append(LINKFLAGS=['/SUBSYSTEM:WINDOWS'])
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env.Append(LINKFLAGS=['/ENTRY:mainCRTStartup'])
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elif (env["target"]=="test"):
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env.Append(CCFLAGS=['/O2','/DDEBUG_ENABLED','/DD3D_DEBUG_INFO'])
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env.Append(LINKFLAGS=['/SUBSYSTEM:CONSOLE'])
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elif (env["target"]=="debug"):
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env.Append(CCFLAGS=['/Zi','/DDEBUG_ENABLED','/DD3D_DEBUG_INFO','/O1'])
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env.Append(LINKFLAGS=['/SUBSYSTEM:CONSOLE'])
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env.Append(LINKFLAGS=['/DEBUG'])
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elif (env["target"]=="profile"):
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env.Append(CCFLAGS=['-g','-pg'])
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env.Append(LINKFLAGS=['-pg'])
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env.Append(CCFLAGS=['/Gd','/GR','/nologo', '/EHsc'])
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env.Append(CXXFLAGS=['/TP', '/ZW'])
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env.Append(CPPFLAGS=['/DMSVC', '/GR', ])
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#env.Append(CCFLAGS=['/I'+os.getenv("WindowsSdkDir")+"/Include"])
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env.Append(CCFLAGS=['/DWINRT_ENABLED'])
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env.Append(CCFLAGS=['/DWINDOWS_ENABLED'])
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env.Append(CCFLAGS=['/DWINAPI_FAMILY=WINAPI_FAMILY_APP', '/D_WIN32_WINNT=0x0603', '/DNTDDI_VERSION=0x06030000'])
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env.Append(CCFLAGS=['/DRTAUDIO_ENABLED'])
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#env.Append(CCFLAGS=['/DWIN32'])
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env.Append(CCFLAGS=['/DTYPED_METHOD_BIND'])
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env.Append(CCFLAGS=['/DGLES2_ENABLED'])
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#env.Append(CCFLAGS=['/DGLES1_ENABLED'])
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env.Append(LIBS=['winmm','opengl32','dsound','kernel32','ole32','user32','gdi32', 'IPHLPAPI', 'wsock32', 'shell32','advapi32'])
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import methods
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env.Append( BUILDERS = { 'GLSL120' : env.Builder(action = methods.build_legacygl_headers, suffix = 'glsl.h',src_suffix = '.glsl') } )
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env.Append( BUILDERS = { 'GLSL' : env.Builder(action = methods.build_glsl_headers, suffix = 'glsl.h',src_suffix = '.glsl') } )
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env.Append( BUILDERS = { 'HLSL9' : env.Builder(action = methods.build_hlsl_dx9_headers, suffix = 'hlsl.h',src_suffix = '.hlsl') } )
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env.Append( BUILDERS = { 'GLSL120GLES' : env.Builder(action = methods.build_gles2_headers, suffix = 'glsl.h',src_suffix = '.glsl') } )
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env['ENV'] = os.environ;
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