The following issue has been SUBMITTED.
==
https://public.kitware.com/Bug/view.php?id=16027
==
Reported By:Eyal Rozenberg
Assigned To:
On Fri, Mar 18, 2016 at 1:31 PM, Brad King wrote:
>
> Please check that the revised version works for you.
I did some more thorough testing and ran into an issue when
USE_FOLDERS is enabled. The problem is actually the same one affecting
the ALL_BUILD target that is
Thank you. The patch seems to solve the problem (15975) for me.
I saw the patch was committed on the "next" branch. How does the further
procedure look like until it becomes part of an official CMake release and how
long does that take usually?
Regards,
Stefan
-Original Message-
On 03/21/2016 07:28 AM, Geoffrey Viola wrote:
> Attached are updates for the bug recorded at
> https://cmake.org/Bug/view.php?id=15975.
Thanks, applied:
GHS: Fix try_compile
https://cmake.org/gitweb?p=cmake.git;a=commitdiff;h=bf3e76d2
-Brad
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Please keep
On 03/19/2016 06:56 AM, Sebastian Windisch wrote:
> I like to contribute code for issue #0015146.
Thanks!
> What I did: I introduced a new flag in cmIDEFlagTable.h called
> RegularExpression
Good idea. That should be able to handle the special parsing
mentioned in my comment in that issue:
On 03/19/2016 05:08 PM, Daniel Pfeifer wrote:
> I ported some more generators to cmXMLWriter.
Thanks. I've applied and merged to 'next' for testing:
cmXMLWriter: overload Element() method for empty elements
https://cmake.org/gitweb?p=cmake.git;a=commitdiff;h=dd27e313
cmXMLWriter: add Doctype()
Attached are updates for the bug recorded at
https://cmake.org/Bug/view.php?id=15975. The updates make the Green Hills MULTI
executable suffix, .as, set in the CMAKE_EXECUTABLE_SUFFIX macro, instead of in
the C++ code where it wasn't accessible to the other parts of CMake.
As a side note, both
Uhm, I have to admit that I have not experience in unity development at all so
this is not that much of a simple question for me. But my main motivation for
native C# support in CMake was to be able to mix native C++, managed C++ and C#
binaries within one solution and to build them all
Simple question : do you think that this would be useable in order to
have a single build pipeline based on CMake for a Unity3D project that
also requires some native C++ libs ?
Thanks !
On Mon, Mar 21, 2016 at 8:09 AM, Stuermer, Michael SP/HZA-ZSEP
wrote:
>
Sorry for asking, but do you mean
1. without support for ninja/nmake/make there is no use having C# support in
cmake
or
2. using the current approach this could also work with the other generators
without too much additional work
?
I'm just a little confused and try to find out what's on my
Thanks for the hints, I will adapt the C# detection.
best regards,
Michael
> -Original Message-
> From: Brad King [mailto:brad.k...@kitware.com]
> Sent: Monday, March 07, 2016 8:12 PM
> To: Stuermer, Michael SP/HZA-ZSEP
> Cc: Gilles Khouzam; CMake Developers
> Subject: Re:
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