repi
repi
The current version we have of the PhysX C++ codebase fails to build with Xcode 12.5 that was released 3 days ago, Xcode 12.4 still works though. Could be aarch64-specific...
Would be nice to be able to support building for and running on `x86_64-unknown-linux-musl` to use PhysX more easily across linux distributions. Did a quick test compile and ran into...
We do test building for aarch64 for Android which gives some coverage, but would be good to have Mac aarch64 CI target as that is a primary platform for us,...
Quick test to upgrade to 12.4, before upgrading to 12.5. https://github.com/NVIDIAGameWorks/PhysX/issues/321 Although failed on the `alloca` warning when building with cmake, which is odd as @XAMPPRocky added specific code to...
We want to remove the last unsafe and pointer usages in the `physx` crate. Ideas and PRs are welcome! :)
This updates from using nativefiledialog C library from 2016-08-25 to latest master, version 1.1.6 from 2019-09-30. No code changes required! Would be great to publish a new version of this...
As this project distributes binary executables in the GitHub releases and as now have our [`cargo-about`](https://github.com/embarkstudios/cargo-about) tool we should use it to include license attribution for all dependencies used in...
Hi, we are using the `v3-preview` branch and accidentally had some incorrect yaml syntax in our configuration for this action: ```yaml "t: docs 📚": - docs/* - docs/**/* - ./**/*.md...
This adds SPIRV binary shaders and a test case to reproduce the SPIRV parsing issues with a set of shaders we have here at Embark Studios as repro for gfx-rs/wgpu#4308....
Does gfx-portability support full static linking into an executable? I.e. not build and separately distribute it as a vulkan dll? We (Embark) are quite interested of replacing the big MoltenVK...