Comments (2)
This will no longer work with vcpkg pulling them in, I'm fairly certain the plan is to implement cmake at which point we will hopefully add the ability to pull that stuff in with vcpkg in linux at which point you could build static binaries for either windows or linux from linux. For now the only way to build the windows binaries is from within windows.
from ezquake-source.
Or as you have a GitHub account, just fork the repo, push your changes and a Windows binary will show up under your Actions tab in your fork.
Have some work in progress for a CMakeFile that works on both Linux and Windows with vcpkg, should see if it's just a flag to it to produce cross compiled binaries.
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Related Issues (20)
- Revisit vid_grab_keyboard defaults/documentation on Windows
- REQ: Viewsize Texture ( possible to change to full Black? )
- BUG: macOS bundle creation is broken HOT 1
- Comand "menu_ingame 0" not working
- BUG: security: remote code execution (RCE) bug in clients < 3.6.4 HOT 5
- BUG: vid_software_palette 1 causes black screen when moving game window around HOT 2
- BUG: Interpolation not working correctly for r_drawviewmodel 1 with vid_renderer 0 HOT 1
- BUG: load game menu does not populate with saved games HOT 2
- BUG: randomly attack command does not work after starting new game HOT 3
- BUG: pcre2 port broke font listing HOT 2
- BUG: vfspak_seek warning on map change HOT 3
- REQ: Make /teamlock affect 1on1 (regarding skins) HOT 1
- BUG: glitchy text in the console HOT 3
- BUG: amd - leaks from flashblend when gl_outline is enabled HOT 4
- BUG: ezquake hangs on loading gpl maps in gpl maps pk3 HOT 3
- REQ: cfg_SAVE all unbinded keys (except escape, not usable)
- REQ: add options to scr_conback HOT 1
- BUG: Unspecific missing surfaces HOT 7
- BUG: Server specific commands registered when in client mode HOT 2
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