This commit reduces the cron schedule for nightly builds down from
hourly and to actually nightly (at ~3am).
The push-to-master flow now triggers effectively the same thing at push
time, so if anything, this will reduce the latency of the continuous
package build and deploy.
The push-to-master flow will now skip builds if it changes only the
docs.
I started this a while ago; it's pretty time consuming to produce
accessible and usable documentation for this sort of stuff, so
this isn't yet complete, but in the interest of avoiding additional
bit-rot, let's get this up.
refs: https://github.com/wez/wezterm/issues/257
This persuades the CI to install both the arm and intel flavors
of the rust toolchain on macOS, and the deploy script to generate
a universal binary.
* need big sur to build for M1
* Use cross-compilation compatible mlua from my fork for now
This commit provides a shell script that hooks into bash and zsh
to enable OSC 7 and semantic zones.
The packaging for Fedora and Debian deploys that script to
/etc/profile.d.
This commit moves a bunch of stuff around such that `wezterm` is now a
lighter-weight executable that knows how to spawn the gui, talk to
the mux or emit some escape sequences for imgcat.
The gui portion has been moved into `wezterm-gui`, a separate executable
that doesn't know about the CLI or imgcat functionality.
Importantly, `wezterm.exe` is no longer a window subsystem executable
on windows, which makes interactions such as `wezterm -h` feel more
natural when spawned from `cmd`, and should allow
`type foo.png | wezterm imgcat` to work as expected.
That said, I've only tested this on linux so far, and there's a good
chance that something mac or windows specific is broken by this
change and will need fixing up.
refs: #301
This includes a script to generate a screenshot from a wezterm
running the default config under X11.
It expects the iTerm2-Color-Schemes to be checked out alongside
the wezterm repo as it uses the dynamic color schemes scripts
to activate the schemes one by one and capture the display.
This is similar in spirit to the work in 4d71a7913a
but for Windows.
This commit adds ANGLE binaries built from
07ea804e62
to the repo. The build and packaging will copy those into the same
directory as wezterm.exe so that they can be resolved at runtime.
By default, `prefer_egl = true`, which will cause the window
crate to first try to load an EGL implementation. If that fails,
or if `prefer_egl = false`, then the window crate will perform
the usual WGL initialization.
The practical effect of this change is that Direct3D11 is used for the
underlying render, which avoids problematic OpenGL drivers and means
that the process can survive graphics drivers being updated.
It may also increase the chances that the GPU will really be used
in an RDP session rather than the pessimised use of the software
renderer.
The one downside that I've noticed is that the resize behavior feels a
little janky in comparison to WGL (frames can render with mismatched
surface/window sizes which makes the window contents feel like they're
zooming/rippling slightly as the window is live resized). I think this
is specific to the ANGLE D3D implementation as EGL on other platforms
feels more solid.
I'm a little on the fence about making this the default; I think
it makes sense to prefer something that won't quit unexpectedly
while a software update is in progress, so that's a strong plus
in favor of EGL as the default, but I'm not sure how much the
resize wobble is going to set people off.
If you prefer WGL and are fine with the risk of a drive update
killing wezterm, then you can set this in your config:
```lua
return {
prefer_egl = false,
}
```
refs: https://github.com/wez/wezterm/issues/265
closes: https://github.com/wez/wezterm/issues/156
The nightly builds seem to often trip over each other when
uploading the source tarball from ubuntu20.
Restrict it to being built only on the appimage build (ubuntu16).