Age | Commit message (Collapse) | Author |
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Add new window setting: always on top
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- Fixes linking bug in modules split library
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Implemented for Windows and Linux.
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
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remove code that will never run
make definition and declaration names for parameters match
change floats that were being set to bool values
remove pointer that is never used
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Custom hardware-accelerated mouse cursor
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Happy new year to the wonderful Godot community!
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fixes #14728
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-Disabled Opus, implementation is wrong.
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Faster FileAccess::get_line()
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Call needs to be routed via visual server to reach the proper thread.
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It's not used in godot-nim any longer and there were no other uses for
it.
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Closes #14663.
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-Fixes to unwrapper (remove degenerates), makes Thekla not crash
-Added optional cancel button in EditorProgress
-Added function to force processing of events (needed for cancel button)
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Setting the vsync in the main thread, after the rendering thread starts
and takes the OpenGL context fails, so we need to do that before.
Also, for some reason, the main thread cannot make current the context
anymore.
Fixes #13447
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Fixes issues introduced by newer clang-format versions or commits
pushed directly without using the clang-format pre-commit hook.
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Now chmod() returns ERR_UNAVAILABLE by default, to signal the caller the problem is lack of support instead of a failed operation.
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library to open extra libraries.
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This allows to specify any valid folder name (including with subfolders) to use
as user:// on all platforms. The folder is constrained to the platform-specific
OS::get_data_path() (typically what `XDG_DATA_HOME` resolves to).
Fixes #13236.
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wrong function,
leading to unnecesary copy on writes and reduced performance.
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customizable for editor too)
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Proper GDNative export on Android
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Use "Command" instead of "Meta" for macOS (#1619)
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Return and repair file logging
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And make it configurable, too.
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- EditorExportPlugin's _export_begin accepts all the arguments related
to the current export (is_debug, path, flags).
- EditorExportPlugin API is extended with methods allowing to configure
iOS export: add_ios_framework, add_ios_plist_content,
add_ios_linker_flags, add_ios_bundle_file.
- iOS export template now contains Godot as a static library so that
it can be linked with third-party Frameworks and GDNative static
libraries.
- Adds method to DirAccess for recursive copying of a directory.
- Fixes iOS export to work with Xcode 9 (released recently).
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Fix x11 boot logo position in fullscreen and in maximized
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Add placement deletes to avoid warnings on VC++
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Removes the need for _MKSTR all over the place which has the drawback of
converting _MKSTR(UNKNOWN_DEFINE) to "UKNOWN_DEFINE" instead of throwing
a compilation error.
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When compiling with VC++ 2017, Godot generates huge numbers of
C4291 warnings about missing placement delete.
I have not found a way to disable these warnings using compiler
options: AFAICT there is no equivalent to `-f-no-exceptions` for
VC++ (there is only /EH to change the exception-handling model,
/GX is deprecated) and adding /wd4291 to the
`disable_nonessential_warnings` list in the `SConstruct` file
or even compiling with `warnings=no` does not disable the
messages.
Placement delete is only called when placement new throws an
exception, since Godot doesn't use exceptions this change should
have no runtime effect.
Fixes #12654 (probably, difficult to say without log)
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Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
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Will be needed to avoid confusion with system data path (XDG_DATA_HOME)
and editor data dir in upcoming refactoring.
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It had been missed in d09160a8b67fdc60e8108962c4e9bd4c0bc7f13e and broke compilation
for those platforms.
Took the opportunity to run clang-format on the code base to fix some corner cases
that went through our static tests/were overlooked recently.
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Make action_match ignore the sign if axis value is 0.
This means that an axis value of 0 will match actions defined for both positive and negative values, as expected.
Fixes #12223
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Input: expose joy_connection_changed()
[ci skip]
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