Age | Commit message (Collapse) | Author |
|
|
|
Fix ultra long node names
|
|
C#: Switch games to MSBuild Sdks and .NET Standard
|
|
Fix Return key events in LineEdit & TextEdit on Android
|
|
Depending on the device implementation, editor actions could be
received with different action ids or not at all for multi-line.
Added a parameter to virtual keyboards to properly handle single-line
and multi-line cases in all situations.
Single-line:
Input type set to text without multiline to make sure actions are sent.
IME options are set to DONE action to force action id consistency.
Multi-line:
Input type set to text and multiline to make sure enter triggers new lines.
Actions are disabled by the multiline flag, so '\n' characters are
handled in text changed callbacks.
|
|
CI: Install master version of psf/black
|
|
Until https://github.com/psf/black/pull/1328 makes it in a stable release,
we have to use the latest from Git.
Apply new style fixes done by latest black.
|
|
Fixes msvc debugging tests crashing
|
|
|
|
Fixes for windows in X11 tiling WMs
|
|
GDScript: Clarified/fixed inaccuracies in the built-in function docs.
|
|
Make unsaved scripts in the script editor more user-friendly
|
|
Remove multilevel calls
|
|
Ensure Bullet HeightMapShape3D data width and depth are at least 2.
|
|
Enable support for C++ modules tests
|
|
SCons: Build tests/ and main/ in cloned environments
|
|
Tweak the built-ins color highlighting in the shader editor
|
|
Document an example dictionary returned by `TileSet.tile_get_shapes()`
|
|
Modules-specific tests can be written under respective module folders.
Each module should have "tests" folder created with the tests implemented
as `doctest` headers, so they can be collected by the buildsystem and
included directly in `tests/test_main.cpp` to be compiled.
|
|
Allows switching `tests=yes`/`no` and rebuilding only tests and main,
instead of the whole engine.
Co-authored-by: Andrii Doroshenko (Xrayez) <xrayez@gmail.com>
|
|
[4.0] Fix for iOS touch recognition
|
|
|
|
This gesture recognizer will prevent GodotView from processing unwanted gestures.
Emulates UIScrollView behavior.
Fires delayed touches on significant movement.
|
|
Unsaved scripts were previously displayed with blank tabs, which are
mostly a result of deleted or improperly moved scripts.
This patch makes sure that those kind of scripts are displayed as
"[unsaved]" now, and ensures that scripts are removed from the list
while deleting scripts from the filesystem dock preventing the unsaved
tabs to appear in the first place (a user is already prompted with
"no undo" warning while deleting any file).
A user is always prompted to save those "[unsaved]" scripts if they
attempt to close them without saving in any case except as described
above.
|
|
[macOS] Fix tooltips stealing focus.
|
|
`window_move_to_foreground` from giving focus to window with `NO_FOCUS` flag.
|
|
Optimized ScriptEditor initialization when many scripts are loaded
|
|
SCons: Support linking system Vulkan loader while using vendored VMA
|
|
|
|
[iOS] Basic Vulkan/Metal Support
|
|
Removes redundant code generation in VisualShaderNodeTextureUniform
|
|
|
|
Move `tests` to the top-level directory
|
|
|
|
|
|
Add VMA to iphone platform Use linkflag for iphone building to enforce static linking. Works fine with dynamic '.framework' library
Updated xcode project to use '.a' static library
|
|
|
|
Implemented Vulkan Support.
Use DisplayServer for rendering and input handling
Use single view for rendering in both GLES2 (not supported yet) and Vulkan
Use @available checks where it's required (otherwise compiler would fail compilation)
Simulator checks
|
|
|
|
Using 'available' checks to fix deprecation compilation errors
Additional checks for simulator
|
|
iOS 11 for iOS device
iOS 13 for iOS Simulator
|
|
|
|
Use same call to VariantCaster in release build as used in VariantCasterAndValidate::call method
|
|
Applies VMA master branch patch that removes incorrect asserts:
issue: https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/issues/102
patch: https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/commit/39aeff7a434801c5f8a2432b9544a2165e63e697
|
|
Use of unmodified value returned by 'screen_is_touchscreen' to be used in determening if scroll bar should be scrolled
|
|
The input to smoothstep is not actually a weight, and the decscription
of smoothstep was pretty hard to understand and easy to misinterpret.
Clarified what it means to be approximately equal.
nearest_po2 does not do what the descriptions says it does. For one,
it returns the same power if the input is a power of 2. Second, it
returns 0 if the input is negative or 0, while the smallest possible
integral power of 2 actually is 1 (2^0 = 1). Due to the implementation
and how it is used in a lot of places, it does not seem wise to change
such a core function however, and I decided it is better to alter the
description of the built-in.
Added a few examples/clarifications/edge-cases.
|
|
Godot.NET.Sdk
-------------
Godot uses its own custom MSBuild Sdk for game
projects. This new Sdk adds its own functionality
on top of 'Microsoft.NET.Sdk'.
The new Sdk is resolved from the NuGet package.
All the default boilerplate was moved from game
projects to the Sdk. The default csproj for
game project can now be as simple as:
```
<Project Sdk="Godot.NET.Sdk/4.0.0-dev2">
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
</PropertyGroup>
</Project>
```
Source files are included by automatically so
Godot no longer needs to keep the csproj in sync
when creating new source files.
Define constants
----------------
Godot defines a list of constants for conditional
compilation. When exporting games, this list also
included engine 'features' and platform 'bits'.
There were a few problems with that:
- The 'features' constants were only defined when
exporting games. Not when building the game for
running in the editor player.
- If the project was built externally by an IDE,
the constants wouldn't be defined at all.
The new Sdk assigns default values to these
constants when not built from the Godot editor,
i.e.: when built from an IDE or from the command
line. The default define constants are determined
from the system MSBuild is running on.
However, it's not possible for MSBuild to
determine the set of supported engine features.
It's also not possible to determine if a project
is being built to run on a 32-bit or 64-bit
Godot executable.
As such the 'features' and 'bits' constants had
to be removed.
The benefit of checking those at compile time
was questionable, and they can still be checked
at runtime.
The new list of define constants includes:
- GODOT
- GODOT_<PLATFORM>
Defaults to the platform MSBuild is running on.
- GODOT_<PC/MOBILE/WEB>
- TOOLS
When building with the 'Debug' configuration
(editor and editor player).
- GODOT_REAL_T_IS_DOUBLE
Not defined by default unless $(GodotRealTIsDouble)
is overriden to be 'true'.
.NET Standard
-------------
The target framework of game projects was changed
to 'netstandard2.1'.
|
|
Docs: Ignore OS specific values (constants, project settings, properties)
|
|
Allow "new()" to be called in non-static functions
|
|
SCons: Add `tests` option to enable or disable unit tests
|