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2020-07-26[macOS] Refocus last key window after `DisplayServer::alert` is closed.bruvzg
2020-07-26Merge pull request #40724 from KoBeWi/weird_condition_đŸ¤”RĂ©mi Verschelde
Fix ultra long node names
2020-07-26Merge pull request #40595 from neikeq/godot-net-sdk-and-net-standardRĂ©mi Verschelde
C#: Switch games to MSBuild Sdks and .NET Standard
2020-07-26Merge pull request #40487 from nekomatata/virtual-keyboard-enter-fixesRĂ©mi Verschelde
Fix Return key events in LineEdit & TextEdit on Android
2020-07-26Fix Return key events in LineEdit & TextEdit on AndroidPouleyKetchoupp
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.
2020-07-26Merge pull request #40731 from akien-mga/ci-black-gitRĂ©mi Verschelde
CI: Install master version of psf/black
2020-07-26CI: Install master version of psf/blackRĂ©mi Verschelde
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.
2020-07-26Merge pull request #40730 from RevoluPowered/msvc_fix_crash_debugging_testsRĂ©mi Verschelde
Fixes msvc debugging tests crashing
2020-07-26Crash when debugging tests by disabling thread_local in /MT contextGordon
2020-07-26Merge pull request #38727 from Riteo/tiling-wm-issues-testsRĂ©mi Verschelde
Fixes for windows in X11 tiling WMs
2020-07-26Merge pull request #39898 from Meriipu/master_gdscriptRĂ©mi Verschelde
GDScript: Clarified/fixed inaccuracies in the built-in function docs.
2020-07-26Merge pull request #40647 from Xrayez/blank-tabs-fixRĂ©mi Verschelde
Make unsaved scripts in the script editor more user-friendly
2020-07-26Merge pull request #40670 from vnen/remove-multilevel-callRĂ©mi Verschelde
Remove multilevel calls
2020-07-26Merge pull request #40655 from madmiraal/fix-40636RĂ©mi Verschelde
Ensure Bullet HeightMapShape3D data width and depth are at least 2.
2020-07-26Merge pull request #40720 from Xrayez/modules-testsRĂ©mi Verschelde
Enable support for C++ modules tests
2020-07-26Merge pull request #40726 from akien-mga/scons-tests-self-containedRĂ©mi Verschelde
SCons: Build tests/ and main/ in cloned environments
2020-07-26Merge pull request #33548 from Calinou/shader-editor-tweak-builtins-colorRĂ©mi Verschelde
Tweak the built-ins color highlighting in the shader editor
2020-07-26Merge pull request #40442 from Calinou/doc-tile-get-shapesRĂ©mi Verschelde
Document an example dictionary returned by `TileSet.tile_get_shapes()`
2020-07-26Enable support for C++ modules testsAndrii Doroshenko (Xrayez)
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.
2020-07-26SCons: Build tests/ and main/ in cloned environmentsRĂ©mi Verschelde
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>
2020-07-26Merge pull request #39624 from naithar/fix/ios-touch-events-masterRĂ©mi Verschelde
[4.0] Fix for iOS touch recognition
2020-07-26Fix ultra long node namesTomasz Chabora
2020-07-26iOS: added delay gesture recognizerSergey Minakov
This gesture recognizer will prevent GodotView from processing unwanted gestures. Emulates UIScrollView behavior. Fires delayed touches on significant movement.
2020-07-26Make unsaved scripts in the script editor more user-friendlyAndrii Doroshenko (Xrayez)
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.
2020-07-26Merge pull request #40721 from bruvzg/macos_tooltip_nofocusRĂ©mi Verschelde
[macOS] Fix tooltips stealing focus.
2020-07-26[macOS] Prevent setting `BORDERLESS` flag and calling ↵bruvzg
`window_move_to_foreground` from giving focus to window with `NO_FOCUS` flag.
2020-07-26Merge pull request #33760 from nekomatata/script-editor-init-optimizationRĂ©mi Verschelde
Optimized ScriptEditor initialization when many scripts are loaded
2020-07-26Merge pull request #40719 from akien-mga/scons-vulkan-systemRĂ©mi Verschelde
SCons: Support linking system Vulkan loader while using vendored VMA
2020-07-26SCons: Support linking system Vulkan loader while using vendored VMARĂ©mi Verschelde
2020-07-26Merge pull request #40434 from naithar/feature/ios-moltenVKRĂ©mi Verschelde
[iOS] Basic Vulkan/Metal Support
2020-07-26Merge pull request #40715 from Chaosus/vs_fix_texture_uniform_nodeYuri Roubinsky
Removes redundant code generation in VisualShaderNodeTextureUniform
2020-07-26Removes redundant code generation in VisualShaderNodeTextureUniformYuri Roubinsky
2020-07-25Merge pull request #40709 from Xrayez/move-testsRĂ©mi Verschelde
Move `tests` to the top-level directory
2020-07-26Move `tests` to the top-level directoryAndrii Doroshenko (Xrayez)
2020-07-25CI: Add iOS build on GitHub ActionsRĂ©mi Verschelde
2020-07-25iOS SCons: static Vulkan binary usageSergey Minakov
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
2020-07-25iOS Vulkan: copy icd to appSergey Minakov
2020-07-25iOS: Vulkan supportSergey Minakov
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
2020-07-25iOS Export: MoltenVK framework for Vulkan supportSergey Minakov
2020-07-25Modules: update modules to be built for iOSSergey Minakov
Using 'available' checks to fix deprecation compilation errors Additional checks for simulator
2020-07-25iOS SCons: update iOS minimal versionSergey Minakov
iOS 11 for iOS device iOS 13 for iOS Simulator
2020-07-25Core Variant: switch from 'real' to 'float' to allow building with NEED_LONG_INTSergey Minakov
2020-07-25Core Callable: fixed variant call casterSergey Minakov
Use same call to VariantCaster in release build as used in VariantCasterAndValidate::call method
2020-07-25Thirdparty Vulkan: patch VMA to fix assetsSergey Minakov
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
2020-07-25GUI ScrollBar: possible fix for scrollingSergey Minakov
Use of unmodified value returned by 'screen_is_touchscreen' to be used in determening if scroll bar should be scrolled
2020-07-25GDScript: Clarified/fixed inaccuracies in the built-in function docs.Meriipu
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.
2020-07-25C#: Switch games to MSBuild Sdks and .NET StandardIgnacio Etcheverry
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'.
2020-07-25Merge pull request #38900 from bruvzg/docs_ignore_os_spec_def_valsRĂ©mi Verschelde
Docs: Ignore OS specific values (constants, project settings, properties)
2020-07-25Merge pull request #40698 from vnen/gscript-allow-new-callRĂ©mi Verschelde
Allow "new()" to be called in non-static functions
2020-07-25Merge pull request #40696 from Xrayez/scons-testsRĂ©mi Verschelde
SCons: Add `tests` option to enable or disable unit tests