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2020-03-21Make file formatting comply with POSIX and Unix standardsAaron Franke
UTF-8, LF, no BOM, and newlines at the end of files
2020-02-22SCons: Bump required C++ standard to C++17Rémi Verschelde
As per #36436, we now need C++17's guaranteed copy elision feature to solve ambiguities in Variant. Core developers discussed the idea to move from C++14 to C++17 as our minimum required C++ standard, and all agreed. Note that this doesn't mean that Godot is going to be written in "modern C++", but we'll use modern features where they make sense to simplify our "C with classes" codebase. Apart from new code written recently, most of the codebase still has to be ported to use newer features where relevant. Proper support for C++17 means that we need recent compiler versions: - GCC 7+ - Clang 6+ - VS 2017 15.7+ Additionally, C++17's `std::shared_mutex` (conditionally used by `vk_mem_alloc.h` when C++17 support is enabled) is only available in macOS 10.12+, so we increase our minimum supported version.
2020-02-19Travis: Fix clang-format on non-master branchesRémi Verschelde
`git diff-tree` used to fail on the `3.2` branch (and other non-master branches) as Travis doesn't actually check that branch from the remote: ``` fatal: ambiguous argument '3.2': unknown revision or path not in the working tree. ``` The exit code would still be 0 so we'd miss badly formatted commits targeting stable branches. We do it manually to ensure that it's going to work as we want it.
2020-02-16Add a fish shell completion file for the Godot editorHugo Locurcio
2020-02-13Remove obsolete GLES3 backendRémi Verschelde
Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
2020-02-11Add static Vulkan loader.bruvzg
Initial Vulkan support for Windows. Initial Vulkan support for macOS.
2020-02-08Merge pull request #35381 from Calinou/html5-export-faviconFabio Alessandrelli
Export and reference the icon as favicon when exporting to HTML5
2020-02-05Drop obsolete Dockerfile, we now have official build containersRémi Verschelde
Cf. https://github.com/godotengine/build-containers A user-friendly tool using those containers will soon be released and documented.
2020-02-01Export and reference the icon as favicon when exporting to HTML5Hugo Locurcio
This makes the project icon display immediately as a favicon when opening the page, without having to wait for the project to finish loading.
2020-01-29Bump version to 4.0-devRémi Verschelde
No peace for the weary. :)
2020-01-27Add a Bash completion script for the Godot editorHugo Locurcio
2020-01-26Linux: Sync man page with current --help outputRémi Verschelde
2020-01-10Add a zsh completion file for the Godot editorHugo Locurcio
This provides rich autocompletion when using Godot's command line interface.
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.
2019-12-13Added microphone and camera usage descriptions to macOS builds.Catchawink
2019-12-06Add a pre-commit hook to check the class reference syntaxHugo Locurcio
This also makes documentation helper scripts executable.
2019-12-03[iOS] Add export options to control external access to user data.bruvzg
2019-12-01iOS modular build and export implementation.bruvzg
2019-10-26Travis: Force installing OpenJDK8 for Android SDK compatibilityRémi Verschelde
Travis CI upgraded their Xenial VMs to default to openjdk11, which is not working properly for sdkmanager, so we can no longer accept licenses for the SDK. They don't really seem to care about providing a good alternative for us from the few threads I read, so let's just force openjdk8 back.
2019-10-24Travis: Update Android NDK to r20Rémi Verschelde
Drop unused and outdated OSX setup.
2019-10-12Optimize images losslessly using `oxipng -o6 --strip all --zopfli`Hugo Locurcio
2019-10-02Remove obsolete `sort_demos.sh` scriptHugo Locurcio
The Project Manager now sorts projects by name by default, making this script redundant.
2019-10-01Fixed running the export templates with newer emscripten versions.Relintai
2019-09-24Fix copyright headers and style issuesRémi Verschelde
2019-09-19Merge pull request #31919 from m4gr3d/use_aar_for_custom_buildRémi Verschelde
Leverage Android archive (AAR) file for Godot custom build
2019-09-14Fix HTML5 export after #30864Fabio Alessandrelli
2019-09-04Remove the jetbrains setup directory as it's now obsolete.fhuya
2019-09-04Split the Android platform java logic into an Android library module (`lib`) ↵fhuya
and an application module (`app`). The application module `app` serves double duties of providing the prebuilt Godot binaries ('android_debug.apk', 'android_release.apk') and the Godot custom build template ('android_source.zip').
2019-09-03Fixed javascript code to remove animateStatusIndeterminate callback when the ↵Enzo Ferrari
game is loaded. (cherry picked from commit a5a413c7e971808576bbcf369e91208b51d0d819)
2019-08-27Style: Don't apply clang-format to platform/android/java/src/comRémi Verschelde
2019-08-21Bump gradle version to 5.1.1fhuya
2019-08-20Shut down Godot processes on app exit.fhuya
2019-07-06Add microphone privilege settings support back into export and add privilege ↵Bastiaan Olij
exist check to camera server for iOS
2019-06-19Deprecate armv6 support for Androidfhuya
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.
2019-06-14Fix pointer position in hidpi-corrected resolutions on webLeonardo Giovanni Scur
2019-06-11Add missing license headersRémi Verschelde
Make `fix_headers.py` script compatible with Python 3.
2019-05-29Add Android Studio support.fhuya
2019-05-20Travis: Update clang-format to version 8.0Rémi Verschelde
2019-05-14Make Xcode recursive search frameworks in project dirVasiliy Makarov
2019-04-03dist: Rename Linux mime type to follow system conventionRémi Verschelde
Mime type definitions are usually named like the mime type they define, i.e. x-godot-project in our case. It was introduced with reverse DNS naming as that's what FlatHub favors, so it will need to be renamed there.
2019-03-20Enable Mojave "dark mode" on the editor title barAllan Davis
Enables "dark mode" in the editor and project selector title bars in macOS Mojave when selected in macOS System Preferences
2019-03-13Bump version to 3.2-devRémi Verschelde
No rest for the wicked.
2019-03-04Remove microphone from export options and distribution plistSam Green
2019-02-16New export options iOSBastiaan Olij
2019-02-10Fix version in osx_tools.appRémi Verschelde
2019-02-10Be explicit about usage of GDScript testsRémi Verschelde
Also drop empty "image" test, and print proper error when passing wrong test name. Fixes #25638.
2019-01-21Travis: Fix accepting Android SDK licensesRémi Verschelde
It has been failing since a few days, apparently `sdkmanager --licenses` is no longer sufficient to accept all licenses, the `platform-tools` install triggers another license dialog. Now saying yes to all just in case.
2019-01-09Travis: Use pip to install SCons on OSXRémi Verschelde
Not sure why we switched from homebrew to scons-local anymore, but pip should work just fine and is recommended by upstream. Downloads of scons-local from SourceForge were quite iffy, so this should help avoid CI errors due to not having downloaded SCons successfully. Setting Python's user binary PATH seems necessary on Travis/OSX as per travis-ci/travis-ci#5030 (confirmed that 'scons' is not in PATH without it).