Age | Commit message (Collapse) | Author |
|
-Properly use hierarchy to initialize resources local to scene (solves problem of GUI in 3D)
|
|
|
|
library to open extra libraries.
|
|
|
|
|
|
|
|
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.
|
|
wrong function,
leading to unnecesary copy on writes and reduced performance.
|
|
|
|
Fix a crash in get_static_property_type_indexed
|
|
Fixes #13243
|
|
fixes #13217
|
|
customizable for editor too)
|
|
Fixes List<T>::insert_before/after
|
|
Make tween able to be used as before (without the need for ":...")
|
|
[ci skip]
|
|
Fixes #13174
|
|
Fix combatibility with older .scn files
|
|
|
|
Add Color.lighten and Color.darken (like LESS.css or SASS) #2
|
|
Properly implement Basis constructor using Vector3 of Euler angles
|
|
Proper GDNative export on Android
|
|
Allow for getting/setting "dotted" properties of objects
|
|
Fixes #13104.
|
|
Performance is around the same as using pure set() through GDScript.
|
|
Restore rendering on a separate thread
|
|
Use "Command" instead of "Meta" for macOS (#1619)
|
|
|
|
|
|
Return and repair file logging
|
|
Add bsearch and bsearch_custom to Array
|
|
|
|
And make it configurable, too.
|
|
|
|
|
|
Allow exporting third-party iOS Frameworks
|
|
Enhanced debugger for godot 3.0
|
|
- 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).
|
|
Fix x11 boot logo position in fullscreen and in maximized
|
|
Add placement deletes to avoid warnings on VC++
|
|
|
|
|
|
That "revision" was inherited from SVN days but had been since then
used to give information about the build: "custom_build", "official",
"<some distro's build>".
It can now be overridden with the BUILD_NAME environment variable.
|
|
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.
|
|
Add support for XDG Base Directory spec
|
|
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)
|
|
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.
|
|
|
|
|
|
Will be needed to avoid confusion with system data path (XDG_DATA_HOME)
and editor data dir in upcoming refactoring.
|