Sun, 14 Oct 2018 15:03:56 +0300backport find_lib() fix to get the latest version of the libraries. SDL-1.2
Ozkan Sezer <sezeroz@gmail.com> [Sun, 14 Oct 2018 15:03:56 +0300] rev 12324
backport find_lib() fix to get the latest version of the libraries.

(default 2.0 branch commit: ee9c13257398)

Sat, 13 Oct 2018 17:18:59 +0100Emscripten: Load eglQueryString and eglGetError
Charlie Birks <charlie@daftgames.net> [Sat, 13 Oct 2018 17:18:59 +0100] rev 12323
Emscripten: Load eglQueryString and eglGetError
This prevents an assertion on context creation failure (calling a null
function pointer).

Sat, 13 Oct 2018 03:36:42 -0300metal: Fix SDL_RenderReadPixels to wait for the GPU to finish rendering to the active texture before reading its pixels.
Alex Szpakowski <slime73@gmail.com> [Sat, 13 Oct 2018 03:36:42 -0300] rev 12322
metal: Fix SDL_RenderReadPixels to wait for the GPU to finish rendering to the active texture before reading its pixels.

Fri, 12 Oct 2018 23:23:52 -0300macOS: Fixed MoltenVK dynamic library loading code.
Alex Szpakowski <slime73@gmail.com> [Fri, 12 Oct 2018 23:23:52 -0300] rev 12321
macOS: Fixed MoltenVK dynamic library loading code.

Fri, 12 Oct 2018 17:55:42 -0300metal: Fix high dpi and resizing on macOS, and clean up iOS code. Fixes bug #4250.
Alex Szpakowski <slime73@gmail.com> [Fri, 12 Oct 2018 17:55:42 -0300] rev 12320
metal: Fix high dpi and resizing on macOS, and clean up iOS code. Fixes bug #4250.

Thu, 11 Oct 2018 15:14:48 -0700Allow Android haptics to work when SDL is reinitialized (thanks Rachel!)
Sam Lantinga <slouken@libsdl.org> [Thu, 11 Oct 2018 15:14:48 -0700] rev 12319
Allow Android haptics to work when SDL is reinitialized (thanks Rachel!)

Fri, 12 Oct 2018 01:03:40 +0300SDL_thread.h: undefine SDL_CreateThreadWithStackSize before redefining.
Ozkan Sezer <sezeroz@gmail.com> [Fri, 12 Oct 2018 01:03:40 +0300] rev 12318
SDL_thread.h: undefine SDL_CreateThreadWithStackSize before redefining.

Thu, 11 Oct 2018 16:40:01 -0400thread: make SDL_CreateThreadWithStackSize() a public API.
Ryan C. Gordon <icculus@icculus.org> [Thu, 11 Oct 2018 16:40:01 -0400] rev 12317
thread: make SDL_CreateThreadWithStackSize() a public API.

Tue, 09 Oct 2018 23:01:43 -0700Implement SuspendScreenSaver for Win32
Cameron Gutman <cameron.gutman@gmail.com> [Tue, 09 Oct 2018 23:01:43 -0700] rev 12316
Implement SuspendScreenSaver for Win32

Creating a full-screen SDL renderer on Windows will keep the screensaver
suspended by DirectX, as is default for full-screen DX applications. However,
for applications that render in windowed-mode, the screensaver will
still kick in, even if SDL_DisableScreenSaver() is called or
SDL_HINT_VIDEO_ALLOW_SCREENSAVER is set to 0 (default). Implementing
a SuspendScreenSaver() function for Win32 fixes this behavior.

Wed, 10 Oct 2018 15:20:56 -0400audio: All device names reported by SDL must be unique.
Ryan C. Gordon <icculus@icculus.org> [Wed, 10 Oct 2018 15:20:56 -0400] rev 12315
audio: All device names reported by SDL must be unique.

This means that if you have two devices named "Soundblaster Pro" in your
machine, one will be reported as "Soundblaster Pro" and the other as
"Soundblaster Pro (2)".

This makes it so you can't into a position where one of your devices can't
be opened because another is sitting on the same name.