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2021-02-17Merge pull request #46117 from akien-mga/dynamic-load-libudevRémi Verschelde
Dynamically load libudev.so.1 on Linux
2021-02-17Dynamically load libudev.so.1 on Linux if `udev=yes`Rémi Verschelde
This makes it possibly to run Linux binaries compiled with udev support on Linux systems which do not provide udev (typically systemd-less distros). If udev is missing, we fall back to parsing `/dev/input` like when compiled without udev support (`udev=no`). Also adding some verbose debug statements to know which method we're using when debugging Linux joypad issues. The libudev so wrappers were generated on Mageia 8 with libudev 246.9 using https://github.com/hpvb/dynload-wrapper: ``` ./generate-wrapper.py --include /usr/include/libudev.h --sys-include '<libudev.h>' \ --soname libudev.so.1 --init-name libudev --omit-prefix gnu_ \ --output-header libudev-so_wrap.h --output-implementation libudev-so_wrap.c ```
2021-02-17Merge pull request #46050 from akien-mga/ci-simplify-file_formatRémi Verschelde
CI: Remove file_format.sh changes hard to reproduce on Windows
2021-02-16Dynamically load libpulse.so.0 and libasound.so.1 on LinuxHein-Pieter van Braam-Stewart
By generating stubs using https://github.com/hpvb/dynload-wrapper we can dynamically load libpulse and libasound on systems where it is available. Both are still a build-time requirement but no longer a run-time dependency. For maintenance purposes the wrappers should not need to be re-generated unless we want to bump pulse or asound to an incompatible version. It is unlikely we will want to do this any time soon. This closes #20978
2021-02-15CI: Remove file_format.sh changes hard to reproduce on WindowsRémi Verschelde
Until we provide a cross-platform pre-commit hook that can perform those changes on Windows, this only leads to a lot of frustration from Windows contributors. The UTF-8, newline and EOF and BOM checks are still good to keep as those are issues that we'd otherwise have to point out manually in the review. The removed changes are mostly cosmetic and should be handled by clang-format ideally, or by some self-developed cross-platform tooling.
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-11-16Add line removal around braces to the file formatting scriptAaron Franke
2020-07-28Fix incorrect comments in file formatting scriptAaron Franke
2020-07-27Style: Fix code format scripts compat with non-GNU UnicesRémi Verschelde
It's too hard to get compatibility between GNU and BSD sed, so let's just use perl oneliners. And improve it to also remove trailing tabs, not just spaces.
2020-07-20CI: Drop AppVeyor and desktop Travis buildsRémi Verschelde
These have been replaced by GitHub Actions. The remaining Travis builds will also be ported eventually.
2020-07-20fix CI builds on linux by using ubuntu default apt repositoriesRevoluPowered
2020-07-13Remove Travis CI style checks and unnecessary scriptsAaron Franke
2020-07-13Add static formatting checks for GitHub ActionsAaron Franke
2020-03-31Style: Add black format to fix_style.shRémi Verschelde
Also ignore new Android build artifact.
2020-03-30SCons: Format buildsystem files with psf/blackRémi Verschelde
Configured for a max line length of 120 characters. psf/black is very opinionated and purposely doesn't leave much room for configuration. The output is mostly OK so that should be fine for us, but some things worth noting: - Manually wrapped strings will be reflowed, so by using a line length of 120 for the sake of preserving readability for our long command calls, it also means that some manually wrapped strings are back on the same line and should be manually merged again. - Code generators using string concatenation extensively look awful, since black puts each operand on a single line. We need to refactor these generators to use more pythonic string formatting, for which many options are available (`%`, `format` or f-strings). - CI checks and a pre-commit hook will be added to ensure that future buildsystem changes are well-formatted.
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-12-17Remove unused scripts from the `misc/scripts` directoryHugo Locurcio
This also makes `make_icons.sh` executable directly.
2019-10-02Remove obsolete `sort_demos.sh` scriptHugo Locurcio
The Project Manager now sorts projects by name by default, making this script redundant.
2019-09-24Fix copyright headers and style issuesRémi Verschelde
2019-06-17Add script to fix style issues and copyright headersRémi Verschelde
This is only meant to check the validity of the whole codebase every now and then, or to apply clang-format config changes when relevant.
2019-06-11Add missing license headersRémi Verschelde
Make `fix_headers.py` script compatible with Python 3.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2019-01-01Fix missing/malformed license headersRémi Verschelde
2018-06-03Dist: update script to make Steam icon setsRémi Verschelde
2018-03-11Properly closing all files in Python codeViktor Ferenczi
2018-01-05Improve script to add/fix copyright headersRémi Verschelde
- The header now always ends with exactly one empty line - Comments after the header are no longer removed - Improved readability with clearer file names and comments
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-08-30removed misc/scripts/svgs_2_pngs.pytoger5
- deprecated because icon conversion now happens in godot itself
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
2017-07-12Added some missing icons, fixed some ui iconsDaniel J. Ramirez
2017-05-03Revert "Add new editor and default theme (WIP)"volzhs
This reverts commit f045efe007cffb87238ee519b7f33d710814ded7.
2017-05-01Rename project file to "project.godot"Rémi Verschelde
Slimmed down variant from the reverted #8375. The rationale behind the name change is to give Godot's project file a unique extension (".godot") that can be registered on the OS to be associated with the Godot binary (OS registration not implemented here). This PR also adds the possibility to start the game or editor if launched with the project.godot passed as argument, which paves the way for allowing a similar behaviour on a double-click in the OS file manager (code originally by @Hinsbart). Closes #6915.
2017-04-27Add new editor and default theme (WIP)Daniel J. Ramirez
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-02-09Reorder the folders in tools to prepare moving tools/editorRémi Verschelde
- `certs` and `editor_fonts` go to `thirdparty` - `dist` and `scripts` go to a new `misc` folder - `collada` and `doc` go to `tools/editor` The next step will be to rename `tools/editor` to `editor` directly, but this will be done at the right time to avoid breaking too many PRs.