[physx] Add patch for NVIDIAGameWorks/PhysX#322.#12413
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strega-nil merged 4 commits intomicrosoft:masterfrom Jul 31, 2020
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[physx] Add patch for NVIDIAGameWorks/PhysX#322.#12413strega-nil merged 4 commits intomicrosoft:masterfrom
strega-nil merged 4 commits intomicrosoft:masterfrom
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NancyLi1013
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Jul 14, 2020
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Could you please remove include(vcpkg_common_functions)? Since it is not needed here.
Also please use VCPKG_TARGET_IS_WINDOW, VCPKG_TARGET_IS_UWP to judge the platforms instead of using VCPKG_CMAKE_SYSTEM_NAME.
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I have fixed the platform logic to no longer check |
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Jul 15, 2020
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Updated to convert all space-based indentation to tabs. |
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Jul 15, 2020
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More indentation adjustments have been pushed. |
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Jul 16, 2020
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/azp run |
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Azure Pipelines successfully started running 1 pipeline(s). |
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/azp run |
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Azure Pipelines successfully started running 1 pipeline(s). |
hellozee
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Sep 11, 2020
* [physx] Add patch for NVIDIAGameWorks/PhysX#322. * [physx] Cleanup usage of `VCPKG_CMAKE_SYSTEM_NAME`. * [physx] Convert portfile space indentation to tabs. * Update portfile.cmake Co-authored-by: NancyLi1013 <46708020+NancyLi1013@users.noreply.github.com>
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This pull request allows applications to link with a statically built PhysX SDK and the Autodesk 3ds Max SDK by hiding certain internal PhysX symbols in an internal namespace (the specific conflicting symbol in this case is the class
BitArray). This patch was submitted to NVIDIA, however, the PhysX repository is not actively matained. Even accepted pull requests are not actually merged and are instead included as patches in vcpkg.