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All iOS devices since the iPhone 5S support ARMv8 (64-bit).
The last iOS version supported on ARMv7 devices is 10.x, which is
too old to run Godot 4.0 projects since the minimum supported
iOS version is 11.0.
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Ensures early claim for aggressive caching.
Adds a button to update when it detects a new version asking
confirmation due to the necessary reload.
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Use an offline first approach, where we prefer the cached version over
the network one.
This forces games using PWA to always re-export the project and not just
the PCK, so that the service worker version gets updated correctly, and
the end-user cache is correctly cleared on update.
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Follow-up to #55785.
In `black_format.sh`, the `--exclude` switch was wrongly used. It's a misnomer
that only excludes _untracked_ files, arcane pathspec patterns should instead
be used to exclude _tracked_ files.
Using this newfound knowledge, we can also simplify the other scripts.
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Tweak theme color to match the Godot editor's background color
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This makes for a more seamless-looking address bar/status bar
when using the web editor on a mobile device, either directly
in the brower or installed as a progressive web app.
This also specifies a theme color for the web editor's offline
fallback.
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The new default project theme uses StyleBoxFlat extensively for
a more modern design and better scalability to multiple resolutions.
SVG icons are now used in place of PNG icons. While this does not
allow for true vector-based icon drawing (icons are still rasterized
at load-time), this makes the design work easier for contributors
and opens the door to vector drawing in the future (e.g. with polygons
or SDFs).
Like for editor icons, the SVG header file is now built automatically
when a SVG file is changed. This removing the need for running
`make_header.py` manually (TODO).
The "Use Hidpi" project setting has been removed in favor of a
"Default Theme Scale" project setting, which allows creating the
default theme at a higher/lower scale than the default.
This can be used when designing GUIs with a high base resolution
to ensure crisp visuals.
Co-authored-by: Yuri Sizov <yuris@humnom.net>
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privacy settings, entitlements warnings and error checking.
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These are supposed to have CRLF because Windows, so we'll just skip this file type in the script.
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Happy new year to the wonderful Godot community!
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This fixes window management issues across platforms on hiDPI monitors.
The `--low-dpi` command line argument has been removed as similar
functionality (forcing low-DPI mode on DPI-aware programs) is
already provided by Windows and macOS itself.
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Note, the editor build requires the mbedtls module to be manually
enabled, as it is currently needed as a ResourceUID dependency.
This will need to be addressed in a separate PR.
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Now hook can find .py files.
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This prevents errors when encountering options which have been defined in newer
versions of clang-format, and are invalid in the YAML for the old version.
Bump minimum supported clang-format version to 12 (where `--Wno-error=unknown`
was added).
Use clang-format 12 on CI (13 is not available yet on the Ubuntu 20.04 images).
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Disable minimum amount of spaces in comment prefix for now, as it otherwise
modifies the whole codebase. That's something we probably want to use as it
matches our convention, but we should look into fully converting these
comments to our style guide at the same time.
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Default is "Auto", but can be forced to a specific WebGL version if the
automatic detection fails.
The game and editor canvas are now replaced with a new one in the exit
hooks. This helps the browser do some context cleanup, and allow us to
create a new context of a different type (WebGL/WebGL2).
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translation detection by the OS.
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"dist/linux/org.godotengine.Godot.xml" definitions. Add missing "shader" type icon.
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This also ignores `.out` files in the file format static checks.
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This makes diffs more readable in CI logs.
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This provides a more coherent visual look with the rest of macOS.
Co-authored-by: Hazar <36481442+hazarek@users.noreply.github.com>
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Also remove now unused "--no-window" option, and relative OS getter and
setter.
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This allows to generate the `VERSION_HASH` constant with the Git commit hash
even when building from a source tarball which is not a Git repository (and
without dependency on Git itself).
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Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
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-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
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clang-format 12's formatting is identical to clang-format 11's.
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Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
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Rename the `.shader` file extension to `.gdshader`
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Add iOS export option for device family
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These are the entitlements we define for official macOS editor builds since
Godot 3.3.
Users making custom builds of the engine can use those files with `codesign` to
sign their own builds. E.g.:
```
codesign --force --timestamp \
--options=runtime --entitlements editor.entitlements \
-s <your key> -v osx_template.app
```
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