* This option has always been a mixed bag - when originally written captures
weren't compressed at all so saving the cost of a initial contents on a
gbuffer would have a significant savings.
* Now with compression the savings are lesser, and it's a source of
bugs/confusion for the case where either a bug is caused by leaking data from
the previous frame or worse still the contents are discarded incorrectly.
* D3D11 will now behave as the other APIs will - saving initial contents
whenever needed even if they seem like they might not be used.
* If we make WindowingData an empty struct not an opaque one, it won't leak memory
* Similarly we need typemaps to allow python to pass plain ints and have them cast to pointers
* The GUIInvoke object takes a QObject, and uses QPointer to check that
it hasn't been deleted when the callback fires. This prevents delayed
callbacks from executing after the object has been deleted and
crashing.
* In most cases the pointer is just 'this'.
Disable the warning on 3rdparty files
${glslang_dir}/hlsl/hlslParseHelper.cpp
Disable the warning on files where fixing it would cause a non-OSX compile error
os/os_specific.cpp
* For unsigned integers this notices UINT16/32/64_MAX and displays as
a text string for easier consumption.
* Also for numbers over a given threshold we display them as hex instead
of decimal.
* If android studio or other android tools are open when a package is
launched for debugging, they greedily jump on it and connect which
prevents us from connecting.
* This makes it easier to preview without expanding the variables, and
also clarifies the row/column distinction in a "float3x4" since it's
immediately clear how many rows there are.
* If the export doesn't need buffers, we export directly from the loaded
capture file instead of re-loading it.
* Add progress bars for the load step so it shows what's happening
instead of looking stalled.
* Reduce compression rate on XML+ZIP buffers as it took too long trying
to compress when exporting large captures.
* This is a bit less ambiguous and less confusing in the case where
someone is expecting a "compile" type button instead of "save changes"
type button.
* If you have any questions about the analytics please contact me
directly at baldurk@baldurk.org
* Enabling this now to give realistic usage for anyone testing over the
next month, and also to pre-populate stats for the time 1.0 comes out.