Tnc asset reload memory leak2 - #10
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[SDL] Fix setting IsBorderless state inverse
Upgrade Xamarin Studio Addin for Version 6.0
Some updates to documentation
Update Dependencies
Improve setting BlendState in DX
[Pipeline Tool] Add SucceedWithWarnings Icon
…creen borderless mode
* Fix for Pipeline Filter View blocking MGCB.exe output * remove check for UI thread.
[Pipeline Tool] General Improvements
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…dation Validate Texture constructor arguments
[Pipeline Tool] PathDialog Improvements
1) Can you cache the IsXbox check? Intensive check is already cached in the "deviceFamily", the IsXbox check is just a boolean string comparator, no need to cache it. By using device family, you can check what the platform is being executed. 2) My suggestion would be to change min back to 10240 Rolled back platform update and commented out the "RequiresPointerMode" check. This API was only added in 14393, so an APIInformation call wouldn't help as that is used for differences between extensions, not new versions. Code won't compile in previous versions
[SDL] Remove unneeded hacks and update SDL to 2.0.5
UWP c# project update
Add documentation for GraphicsDevice.Draw* methods
Custom texture compression for SpriteFonts
[Pipeline Tool] Fix PropertyGrid not rendering on 125% scaling
[DesktopGL] Fix debugging from Windows
Instead of immediately calling Platform.Exit().
* Added new "SizeOf" performant lookup to ReflectionHelpers Updated implementations to use new refactoring Outstanding - IndexBuffer uses an incompatible method for refactoring. Will add a new overload to IndexBuffer and a secondary refactor option. User can chose. * Refactored IndexBuffer current implementation Implemented dictionary to cache Marshal.SizeOf calls * Updated with @tomspilman comments. Reduced Marshal.SizeOf(type) to minimum. Although this dependency does put modern implementations at risk when the function is deprecated. * Patched to enable WEB platform to use fallback method * Fixing WindowsPhone (7) This platform should probably go the way of Ouya now.
Removed the OUYA platform
Test SpriteBatch and Effects while changing the viewport between Begin()/End()
Make Game.Exit set a flag to exit at the end of the tick.
…me#5137) * Do not use internal SFXI ctor so XNA can build * Use a dummy SoundEffect * Ignore failing sound test for now
Rollback dependencies to SDL 2.0.5 after MonoGame#5194
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This is my second attempt to solve this bug. ContentManager & ContentReaders create new instances during AssetReload(). The problem was with SoundEffectReader, and with Shared resources like VertexBuffer, IndexBuffer, Effect.
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