{"push_id":1782263789,"size":5,"distinct_size":1,"ref":"refs/heads/tnc_RawInput","head":"9bbd87043d6d6d5c1a8a940a1491ecdd0f01a829","before":"b9c0307c0cefbb1b86a5bb46ffaeaddd969cfa5a","commits":[{"sha":"b40a7beb93212888411306e73aaf5f50cb6ec516","author":{"name":"Simon Jackson","email":"7e81131c4245df10e82f9d25691ea509a7dcb81a@zenithmoon.com"},"message":"Updated Windows DX based NuGets\n\nThe NuGet's now inherit SharpDX direct from NuGet instead of including the dll's directly","distinct":false,"url":"https://api.github.com/repos/nkast/MonoGame/commits/b40a7beb93212888411306e73aaf5f50cb6ec516"},{"sha":"9961e67f12a8861c425cb079eb3b0f5822366ad3","author":{"name":"Tom Spilman","email":"55bc7b18e460d0d077310393ffbc002e6fe4eaec@sickheadgames.com"},"message":"Merge pull request #5748 from DDReaper/SharpDXNuGetUpdate\n\nUse SharpDX NuGet packages from our NuGet packages","distinct":false,"url":"https://api.github.com/repos/nkast/MonoGame/commits/9961e67f12a8861c425cb079eb3b0f5822366ad3"},{"sha":"6c2e48fae82d72c37bdb1c38ba6c893593b79f9d","author":{"name":"Steve 'Sly' Williams","email":"09ba83b5e75ceea3686754ae12b4f1c2ccde3d49@gmail.com"},"message":"Fixed leaks that affected shutting down and recreating GraphicsDevice under DirectX (#5728)\n\n* Windows DirectX leak fix\r\n- The swapchain was not being disposed in GraphicsDevice.DirectX for Windows.\r\n- Added PlatformDispose() to BlendState.\r\n- SpriteBatchTest was not calling base.TearDown().\r\n- GraphicsDeviceTestFixtureBase calls game.DoInitialize() rather than CreateDevice() directly on the IGraphicsDeviceManager. This allows the call to game.Dispose() to properly clean up the GraphicsDeviceManager.\r\n- VertexBuffer ctor was assigning the GraphicsDevice to the VertexDeclaration, but this was not used anywhere. Most common VertexDeclarations are a static global resource, thus it was holding a reference to the first GraphicsDevice.\r\n\r\n* - Change BlendState.PlatformDispose() to a partial method.\r\n- Add setter for Game.graphicsDeviceManager property so it can get set when the GraphicsDeviceManager is created.\r\n- Revert change to GraphicsDeviceTestFixtureBase so the XNA tests compile again.\r\n- Add new assets to XNA test project.\r\n\r\n* Revert changes to MonoGame.Tests.XNA.csproj.","distinct":false,"url":"https://api.github.com/repos/nkast/MonoGame/commits/6c2e48fae82d72c37bdb1c38ba6c893593b79f9d"},{"sha":"8b5bc3ac93960cd88b60bec9917956209f025d99","author":{"name":"Steve 'Sly' Williams","email":"09ba83b5e75ceea3686754ae12b4f1c2ccde3d49@gmail.com"},"message":"Texture2D mipmap generation and population fixes (#5614)\n\n* - Mipmaps are now generated correctly down to 1x1 in the content pipeline.\r\n- Mipmaps are generated in the content pipeline in one location before it gets to the TextureProfile, avoiding duplication of functionality.\r\n- Mipmaps are generated before compression, not during.\r\n- Texture2D.OpenGL construction no longer generates mipmaps, but allocates mipmaps for population by SetData.\r\n- Added more texture processing tests for non-square, power-of-two and non-square, non-power-of-two textures with mipmaps.\r\n- Added Texture2D PlatformSetData overload for optimization of setting of an entire mip level.\r\n\r\n* - Fix Texture2D.Web.cs.\r\n\r\n* Fix for building on Mac.\r\n\r\n* - Move some consts from Texture.OpenGL.cs to SamplerState.OpenGL.cs to try to fix an Android build fail on the build machine.\r\n\r\n* - Add OpenTK to Android's Framework.Net project to try to fix this build error.\r\n\r\n* - Fixed some missing parameter validation in Texture2D.SetData().\r\n\r\n* Tweaked texture processor tests to minimize magic numbers.\r\n\r\n* - Added support for glDebugMessageCallback to get some helpful error messages.\r\n- OpenGL textures required the calls to glTexImage2D and glCompressedTexImage2D with null data pointers to apparently allocate the texture memory, otherwise it gives INVALID_VALUE errors complaining about the texture format when these functions are called later with proper data.\r\n- The Dispose for Shader.OpenGL is now more robust for cases where the shader may be destroyed elsewhere.","distinct":false,"url":"https://api.github.com/repos/nkast/MonoGame/commits/8b5bc3ac93960cd88b60bec9917956209f025d99"},{"sha":"9bbd87043d6d6d5c1a8a940a1491ecdd0f01a829","author":{"name":"Nikos Kastellanos","email":"20ffc085e2c01496f6e2a3e4315e8f0378b12ea7@gmail.com"},"message":"Merge branch 'develop' into tnc_RawInput","distinct":true,"url":"https://api.github.com/repos/nkast/MonoGame/commits/9bbd87043d6d6d5c1a8a940a1491ecdd0f01a829"}]}
{"actor":{"display_login":"nkast"}}