Age | Commit message (Collapse) | Author |
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This reverts commit b76ee30917c63211ac9e94a21bebbddf518d169f.
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Starting from April 2018 Apple no longer accepts apps that do not
support iPhone X. For games this mainly means respecting the safe area,
unobstructed by notch and virtual home button. UI controls must be
placed within the safe area so that users can interact with them.
This commit:
- Adds OS::get_window_safe_area method that returns unobscured area of
the window, where interactive controls should be rendered.
- Reorganizes how launch screens are exported - the previous way was
incorrect and modern iPhones did not pick up the correct screens and
because of that used a non-native resolution to render the game.
- Adds launch screen options for iPhone X.
- Makes launch screens optional in the export template. If not
specified, a white screen will be used.
- Adds App Store icon (1024x1024) export option as it now has to be
bundled with the app instead of being provided in iTunes Connect.
- Fixes crash when launching games in iOS Simulator. It happened because
controllerWasConnected callback came before the engine was
initialized. Now in such case the controllers will be queued up and
registered after initialization is done.
- Fixes issue with the virtual keyboard where for some reason
autocorrection panel would intersect with the keyboard itself and not
allow you to use the top row of the keyboard. This is fixed by
disabling autocorrection altogether.
Closes #17358. Fixes #17428. Fixes #17331.
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Closes #18043
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Fixes https://github.com/godotengine/godot/issues/18025
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Fix is_point_in_triangle function
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add Image::bumpmap_to_normalmap conversion function
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[RFC] MultiplayerAPI refactor
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enhance mipmaps, non power of 2 textures
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Duplicate Arrays and Dictionaries when instancing scene in editor
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Allows to map an action to all devices.
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This is accomplished by setting a special value (-1) to the device variable
in the InputEvent that's being used to compare with the one received from the OS.
This special value is invalid for a regular input, so it should be safe.
Implements #17942
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Enhance uri utils
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Fixes moving files causes scene corruption
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Fixes #17875.
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[macOS] Fix keyboard shortcuts on non QWERTY keyboard layouts.
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LWS v2.4.2, mbedTLS v2.8.0, Websocket SSL support
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There was a percent-prefixed version, which was exposed, and a http-prefixed version which was not (only to GDNative).
This commit keeps the percent-prefixed versions, but with the http-prefixed implementations.
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This commit fixes issue #17585: renaming/moving resources can corrupt
scene files. The corruption was caused by
'ResourceFormatLoaderBinary::rename_dependencies' updating the file
format version field of the affected scene file to the latest version
without actually updating the content of the file to that version,
resulting in a file whose content does not match its file format version
field. The fix preserves the file format version field and the engine
version fields when renaming dependencies.
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Add RWLockDummy for NO_THREADS builds
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When adding a directory path to the inventory of the pack, an empty file name was being added to the file list. That made `Directory.get_ntext()` signal end-of-list too early so that files in a subdirectory were missed.
Fixes #15801.
Helps with #16798.
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GUI elements ui_action usage, improvements
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Fix HTTPClient SNI support when verify is off
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Added File.get_path and File.get_path_absolute functions
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Fix mismatch between Color.h and Color.from_hsv()
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Mono: Avoid invalid class names.
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Disallow reserved keywords as class names and prefix base class with the Godot
namespace if it's the same as the class name.
Fixes #12483
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Fix a potential bug hinted by clang
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Also, add deep (=false) parameter to Array.duplicate and Dictionary.duplicate
Fixes #13971
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Update wrap functions
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Fix garbage in string padding.
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Improved error checking at EditorExportPlatformPC::export_project
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Properly closing all files in Python build code
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Build polygon clipper only in tools builds
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Now the action name is quoted if it contains spaces. Also, quotation
mark (") is added to the forbidden character list for action names, as
it was also a bug.
Fix #17322
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Bring back Vector2.cross()
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