Godot works on Windows again..
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@ -26,9 +26,11 @@
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "drivers/gles2/rasterizer_gles2.h"
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#include "os_windows.h"
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#include "drivers/gles3/rasterizer_gles3.h"
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#include "drivers/nedmalloc/memory_pool_static_nedmalloc.h"
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#include "drivers/unix/memory_pool_static_malloc.h"
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#include "os/memory_pool_dynamic_static.h"
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@ -42,7 +44,7 @@
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#include "servers/visual/visual_server_raster.h"
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#include "servers/audio/audio_server_sw.h"
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#include "servers/visual/visual_server_wrap_mt.h"
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//#include "servers/visual/visual_server_wrap_mt.h"
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#include "tcp_server_winsock.h"
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#include "packet_peer_udp_winsock.h"
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@ -1079,21 +1081,24 @@ void OS_Windows::initialize(const VideoMode& p_desired,int p_video_driver,int p_
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};
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#if defined(OPENGL_ENABLED) || defined(GLES2_ENABLED) || defined(LEGACYGL_ENABLED)
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gl_context = memnew( ContextGL_Win(hWnd,false) );
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#if defined(OPENGL_ENABLED)
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gl_context = memnew( ContextGL_Win(hWnd,true) );
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gl_context->initialize();
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rasterizer = memnew( RasterizerGLES2 );
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RasterizerGLES3::register_config();
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RasterizerGLES3::make_current();
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#else
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#ifdef DX9_ENABLED
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rasterizer = memnew( RasterizerDX9(hWnd) );
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#endif
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#endif
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visual_server = memnew( VisualServerRaster(rasterizer) );
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if (get_render_thread_mode()!=RENDER_THREAD_UNSAFE) {
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visual_server =memnew(VisualServerWrapMT(visual_server,get_render_thread_mode()==RENDER_SEPARATE_THREAD));
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}
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visual_server = memnew( VisualServerRaster );
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//if (get_render_thread_mode()!=RENDER_THREAD_UNSAFE) {
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//
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// visual_server =memnew(VisualServerWrapMT(visual_server,get_render_thread_mode()==RENDER_SEPARATE_THREAD));
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// }
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//
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physics_server = memnew( PhysicsServerSW );
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@ -1758,7 +1763,7 @@ void OS_Windows::print_error(const char* p_function, const char* p_file, int p_l
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case ERR_ERROR: print("ERROR: "); break;
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case ERR_WARNING: print("WARNING: "); break;
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case ERR_SCRIPT: print("SCRIPT ERROR: "); break;
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case ERR_SCRIPT: print("SHADER ERROR: "); break;
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case ERR_SHADER: print("SHADER ERROR: "); break;
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}
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SetConsoleTextAttribute(hCon, current_fg | current_bg | FOREGROUND_INTENSITY);
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