Fri, 23 Aug 2013 21:48:40 -0400Patched to compile on FreeBSD.
Ryan C. Gordon [Fri, 23 Aug 2013 21:48:40 -0400] rev 7693
Patched to compile on FreeBSD.

Fri, 23 Aug 2013 21:38:54 -0400Add support for some BSDs and Solaris to SDL_GetBasePath().
Ryan C. Gordon [Fri, 23 Aug 2013 21:38:54 -0400] rev 7692
Add support for some BSDs and Solaris to SDL_GetBasePath().

Thu, 22 Aug 2013 17:26:22 -0300Fix warning in GL ES2 renderer
Gabriel Jacobo [Thu, 22 Aug 2013 17:26:22 -0300] rev 7691
Fix warning in GL ES2 renderer

Thu, 22 Aug 2013 14:56:07 -0300Separate EGL / GL ES detection in CMake
Gabriel Jacobo [Thu, 22 Aug 2013 14:56:07 -0300] rev 7690
Separate EGL / GL ES detection in CMake

Thu, 22 Aug 2013 13:32:27 -0400XAudio2/DirectSound: Use the usual Windows string convert (thanks, Norfanin!).
Ryan C. Gordon [Thu, 22 Aug 2013 13:32:27 -0400] rev 7689
XAudio2/DirectSound: Use the usual Windows string convert (thanks, Norfanin!).

Thu, 22 Aug 2013 13:00:05 -0400Added SDL_VIDEO_OPENGL_ES2 to the SDL_config.h templates (Thanks, Kerim!).
Ryan C. Gordon [Thu, 22 Aug 2013 13:00:05 -0400] rev 7688
Added SDL_VIDEO_OPENGL_ES2 to the SDL_config.h templates (Thanks, Kerim!).

Thu, 22 Aug 2013 10:22:22 -0300Fixes #2036 and #2038, bypass camera zoom and shutter keypresses on Android.
Gabriel Jacobo [Thu, 22 Aug 2013 10:22:22 -0300] rev 7687
Fixes #2036 and #2038, bypass camera zoom and shutter keypresses on Android.

Wed, 21 Aug 2013 12:12:04 -0700Fixed compiling on old versions of the DirectX SDK
Sam Lantinga [Wed, 21 Aug 2013 12:12:04 -0700] rev 7686
Fixed compiling on old versions of the DirectX SDK

Wed, 21 Aug 2013 10:32:04 -0700SDL
Sam Lantinga [Wed, 21 Aug 2013 10:32:04 -0700] rev 7685
SDL
- detect that you tried to open a gamecontroller in xinput mode and failed, then re-get the mapping for the dinput variant you did open (and most likely now just fail the open)

CR: SamL

Wed, 21 Aug 2013 10:31:44 -0700Fix SDL xinput code to work at all when xinput has devices at high indexes but no device connected at lower index, for instance 0->disconnected, 1->wireles, 2->wired. Previously the SDL code assumed the indexes were always used up in order which is not true at all and lead to a bunch of failure cases where controllers would go unrecognized.
Sam Lantinga [Wed, 21 Aug 2013 10:31:44 -0700] rev 7684
Fix SDL xinput code to work at all when xinput has devices at high indexes but no device connected at lower index, for instance 0->disconnected, 1->wireles, 2->wired. Previously the SDL code assumed the indexes were always used up in order which is not true at all and lead to a bunch of failure cases where controllers would go unrecognized.

This entire function is kind of a mess and more complicated than needed, but I don't want to refactor it too heavily tonight. May look at improving how the indexes are assigned more significanly later. The way it handles not finding a valid "gamepad" type device is also super broken, it leaves in place the xinput bindings but opens the controller with dinput and ends up with completely wrong mappings, not solving that now, but fixing the bug where we'd very frequently not find a controller due to gaps in assigned player numbers should mostly avoid it.