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path: root/core/os/os.cpp
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2017-10-05Make sure to obey hidpi to off by default, as present in project settings. ↵Juan Linietsky
Set it to on by default for editor. Many integrated GPUs can't really get enough performance to play games at hidpi, so this should be enabled manually.
2017-10-04Merge pull request #11823 from endragor/virtual-keyboard-heightGilles Roudiere
Allow to obtain virtual keyboard height
2017-10-04Allow to obtain virtual keyboard heightRuslan Mustakov
On mobile platforms virtual keyboards take up significant amount of screen space and UI containing a text box may need to be adjusted after the keyboard appears to keep the text box visible to user. This commit adds a way to obtain virtual keyabord height so that controls are aware of how much they need to move.
2017-10-03fixed the OS.has_feature() API, and added support for 32 and 64.Juan Linietsky
2017-09-25Extract logging logicRuslan Mustakov
Previously logging logic was scattered over OS class implementations with plenty of duplication. Major changes in this commit: - Extracted logging logic into a separate Logger hierarchy. It allows easy configuration of logging mechanism depending on compile-time or run-time configuration. - Implemented RotatedFileLogger which is usually used with StdLogger, providing persistency of logs. It is often important to be able to obtain logs of the game even in production to be able to understand what happened prior to some problem. On mobile there previously was no way to obtain the logs aside from having the device connected to your machine. - flush() is not performed in release mode for every logged line. It is only performed for errors.
2017-09-13Fix enums bindingsMaxim Sheronov
Add missed bindings for enums Move some enums to class to have correct output of api.json
2017-09-02Fix use of unitialized variablesHein-Pieter van Braam
The second in my quest to make Godot 3.x compile with -Werror on GCC7
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-24Convert Object::cast_to() to the static versionHein-Pieter van Braam
Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
2017-07-25Add a way to retrieve stack bottom of the main threadRuslan Mustakov
I'm working on Nim bindings and Nim GC needs to know the stack boundaries to check whether certain pointers are located on the stack or in the heap. This commit adds godot_get_stack_bottom procedure to gdnative module which returns pointer to the stack bottom of the main thread. Later on this may be improved to return stack bottom of the current thread.
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-07-17-Reorganized all properties of project settings (Sorry, Again).Juan Linietsky
(Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-04-17Fix PRNG randomization.Ferenc Arn
PCG32 doesn't like small seeds, which leads to zero random values (prior to #7532, zero values were handled as special cases). Use a large default seed, and also add a shift in Math::randomize. Fixes #8423.
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-03-04Add API to access battery power stateJulian Murgia
Done: - X11, server (tested) - Windows (developed, would be nice to retest) - OSX (not tested) Prepared (not developed): - Android (code is here, but may not compile) - iphone - winrt - bb10 - haiku - javascript
2017-02-21-renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky
modified files) -.pck and .zip exporting redone, seems to be working..
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-13Replace Engine version API by preexisting OS oneRémi Verschelde
It outputs a single Dictionary with all relevant information as keys, that will less bloat the documentation and provide all details in one function call.
2017-01-13Created new Engine singleton, and moved engine related OS functions to it.Juan Linietsky
2017-01-08renamed joystick to joypad everywhere around source code!Juan Linietsky
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
2017-01-06-Changed memory functions, Memory::alloc_static*, simplified them, made them ↵Juan Linietsky
aligned to 16 -Changed Vector<> template to fit this.
2017-01-05-Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky
categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-02ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky
Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
2017-01-02Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
2016-11-08vsnc --> vsyncISylvox
2016-10-102D Shaders are working again using the new syntax, though all is buggy in ↵Juan Linietsky
general
2016-09-01-Modified Input and added is_action_just_pressed() as well as ↵Juan Linietsky
is_action_just_released()
2016-07-21Expose virtual keyboard functions to GDScriptJohan Manuel
2016-07-18OS: Add get_engine_version methodRémi Verschelde
Fixes #5693.
2016-06-05vsync supportJuan Linietsky
-works on windows -may not work on X11, if so please fix -OSX does not seem to support disabling vsync
2016-06-03change invalid characters when get user data dir on Windows & Unixvolzhs
Can't create user data folder when project name has ``\ / : * ? " < > |`` characters on OS_Windows & OS_Unix. So, change it to ``-`` to be able to make folder. fixes #4928 and it's altanative to #4986.
2016-05-30-Some fixes to OSX retina scaling for window functionsJuan Linietsky
-Implemented HiDPI detection and support for Godot Editor!
2016-02-19Reject any native video player calls on iOS that point to files within .pck ↵Aren Villanueva
archives. Fix the paths for both res:// and user:// specified video files.
2016-01-27x11: use different strings for WM_CLASS depending on contexthondres
2016-01-16Add ability to set "keep screen on" for androidvolzhs
2016-01-12Merge pull request #3272 from Hinsbart/joy-bindingpunto-
Add some joystick functions to input. Enables manipulation of mapping…
2016-01-10-Removed OS.get_system_time_msec(), this is undoable on Windows and also ↵Juan Linietsky
unusable from GDscript due to precision. -Added, instead an OS.get_system_time_secs(), which is 32 bits friendly, fixes #3143
2016-01-08Add some joystick functions to input. Enables manipulation of mappings at ↵hondres
runtime
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-11-10Display error type (error, warning, script error) in OS::print_errorRémi Verschelde
Previously all types of errors would be shown as ERROR, thus making for example warnings (WARN_PRINT) somewhat aggressive. ERROR is displayed in red, WARNING in yellow and SCRIPT ERROR in magenta (though the latter does not seem used so far). Fixes #1127.
2015-10-13-A little More control about pixel snapping in 2DJuan Linietsky
2015-08-29-display/emulate_touchscreen now really emulates a touchscreenJuan Linietsky
-icons to show node menus
2015-08-06Add OS.get_system_time_msecMaximillian
2015-04-18Updated copyright year in all headersJuan Linietsky
2015-04-12-Changed bootsplash option to use a file, fixes #1539Juan Linietsky
-Added OS.get_splash_tick_msec() to query when splash appeared