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2021-02-24Improve the editor HTML templateHugo Locurcio
- Darken the header tab background to match the default editor background color. - Hide the distracting focus outlines for the editor and game canvas. - Use a pure black background for the game canvas to better distinguish it from the editor and provide a more neutral background. - Use a bold font weight for the Start Godot editor button on the loader page. - Link to the web editor documentation on the loader page. - Clarify what happens when clicking "OK" in the persistent data removal warning dialog. - Tidy up the HTML template by removing obsolete attributes.
2021-02-24Merge pull request #45871 from Riteo/improve-mime-typesRémi Verschelde
General improvements to the MIME source file
2021-02-21Remove unused variables from full-size.htmlMarcel Admiraal
2021-02-19[HTML5] Better fullscreen, canvas resizing.Fabio Alessandrelli
Three canvas resize policies: - `None`: Godot window settings are ignored. - `Project`: Godot handles the canvas like a native app (resizing it when setting the window size). - `Adaptive`: Canvas size will always adapt to browser window size. Use `None` if you want to control the canvas size with custom JavaScript code.
2021-02-19[HTML5] Easier HTML templates, better deinit/cleanup.Fabio Alessandrelli
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.
2021-02-14Change logo in the About dialog box (return Godot's teeth)Danil Alexeev
2021-02-11[HTML5] Editor: ensure canvas focus when switching tabs.Fabio Alessandrelli
2021-02-11[HTML5] Fix web editor "clear persistent data".Fabio Alessandrelli
Was broken after update to new persistent path "/home/web_user".
2021-02-09Improve the MIME source fileRiteo Siuga
- Add MIME definitions for resources, scenes and scripts - Remove the "weight" property, which defaults to 50, a much saner value than the previous 100, which was a bit excessive. - Changes their icon names in order to follow the XDG icon naming conventions.
2021-02-03[HTML5] Make home path persistent in editor.Fabio Alessandrelli
We used to only persist specific sub-folder of /home/web_user/ when running the Web Editor. This resulted in bad UX about default project creation path etc. This PR makes the whole folder persistent, move the zip preloading to a different folder (to avoid persisting it), and automatically prompt the user to import it if present.
2021-01-26Merge pull request #45141 from Calinou/clang-format-hook-check-versionRémi Verschelde
Check for clang-format version in the pre-commit hook
2021-01-26Merge pull request #45277 from bruvzg/ios_arm64_simRémi Verschelde
Add separate `simulator` flag for iOS build, change main library to `xcframework`.
2021-01-25[HTML5] Better editor HTML, small refactor.Fabio Alessandrelli
Side and GDNative libraries are now added by engine.js , the dynlink pre js had been deleted.
2021-01-19Cleanup: Remove executable bit from files which don't need itRémi Verschelde
Drop unused xpmfix.sh script.
2021-01-18[WIP] Add separate `simulator` flag for iOS build, change main library to ↵bruvzg
`xcframework` format.
2021-01-12Check for clang-format version in the pre-commit hookHugo Locurcio
Different clang-format versions may result in different formatting. Therefore, it's recommended to use the same version as used in CI.
2021-01-07Make links on the HTML5 editor more readableHugo Locurcio
This also tweaks the focus style to apply to all elements for better keyboard navigation.
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 🎆
2020-12-26Fix and decrease Godot logo size in the HTML5 editor loaderHugo Locurcio
The logo can no longer overflow the viewport.
2020-12-11Remove two very slightly displaced duplicate vertices on Gobot's faceLorenzo Cerqua
They didn't show up at all in the rendered PNG, but were pretty annoying when working with Gobot face on Inkscape
2020-12-09[HTML5] Add logo and favicon to editor html.Fabio Alessandrelli
2020-12-09[HTML5] Improve the editor HTML template.Hugo Locurcio
2020-12-09[HTML5] Editor also persists cache.Fabio Alessandrelli
2020-12-05[HTML5] EditorRunNative works with GDNative.Fabio Alessandrelli
This "breaks" our loading bar logic (libraries are not counted). Fixing it is non trivial and probably deserves investigating a different strategy.
2020-11-17Add missing javascript semi-colons.Marcel Admiraal
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
2020-11-16Add line removal around braces to the file formatting scriptAaron Franke
2020-11-16Merge pull request #42863 from Calinou/add-windows-installer-filesRémi Verschelde
Add files to create a Windows editor installer using Inno Setup
2020-11-10iOS Export: export modification to support pluginsSergey Minakov
Added plugin configuration. Export options now use plugins that could be enabled/disabled. Plugin changes are observed at runtime.
2020-11-10iOS Modules: separate main platform code from modulesSergey Minakov
Moved previously builtin modules 'GameCenter', 'AppStore', 'iCloud' to separate modules to be represented as plugin. Modified 'ARKit' and 'Camera' to not be builtin into engine and work as plugin. Changed platform code so it's not affected by the move. Modified Xcode project file to remove parameters that doesn't make any effect. Added basic '.gdip' plugin config file.
2020-10-25Optimize SVG using `svgcleaner --multipass`Hugo Locurcio
This decreases the editor binary size by about 8 KB.
2020-10-22CI: Refactor Android workflow, use pre-installed SDK and NDKRémi Verschelde
No need to waste time downloading all this when it's readily available :) Also use the official action to setup Java 8. Also build both architectures (armv7 and arm64v8) and generate the APK, so we can upload it. Remove now unused and outdated `misc/ci/android-tools-linux.sh`.
2020-10-19Add files to create a Windows editor installer using Inno SetupHugo Locurcio
This partially addresses https://github.com/godotengine/godot-proposals/issues/1432. To fully address the proposal above, official Windows installers will have to be compiled and distributed.
2020-10-14Add JavaScript editor html file.Fabio Alessandrelli
2020-10-02iOS: RefactoringSergey Minakov
Enabled ARC for iOS. Weakify/Strongify macros for objc blocks. Removed old version checks. Specific types for ObjC++ modules to exclude unneeded bridging. Separate DeviceMetrics class for device specific data. Replaced old/deprecated functionality.
2020-09-23Make canvas resize optional in HTML5.Fabio Alessandrelli
2020-09-23Better HiDPI support in HTML5.Fabio Alessandrelli
2020-09-10Remove unused variable in fixed-size.html.Marcel Admiraal
2020-09-09Explicitly add implicitly added semicolons.Marcel Admiraal
2020-08-19fix GDScript UTIHazar
changed from public.data to public.script
2020-08-12update to use scons compile db toolGordon MacPherson
2020-08-10Fix inconsistent indentation in the FreeDesktop MIME type XMLHugo Locurcio
2020-07-28Fix incorrect comments in file formatting scriptAaron Franke
2020-07-27Merge pull request #40706 from akien-mga/style-fix-file_format-macosRémi Verschelde
Fix code format scripts compat with non-GNU Unices
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.