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2020-05-12Merge pull request #37099 from Faless/js/debugger_4.0Rémi Verschelde
WebSocket profiler for HTML5 platform [4.0]
2020-05-12Add WebSocket debugger, use it for Javascript.Fabio Alessandrelli
2020-05-12Added compilation database support for clang and gccRevoluPowered
This tool is originally from mongodb. - Updated CPPSUFFIXES to use scons suffixes - objective-c files will also be loaded into the compilation database where the compiler / tooling is available to compile the files. Known limitations: - This will not work with msvc as your compiler.
2020-05-10DisplayServerJavaScript implementation.Fabio Alessandrelli
2020-05-06Request the dedicated GPU when starting Godot from the `.desktop` fileHugo Locurcio
See <https://www.hadess.net/2020/05/dual-gpu-support-launch-on-discrete-gpu.html> for more information on this newly added `.desktop` entry property.
2020-04-26Merge pull request #35382 from Calinou/html5-export-title-tagMax Hilbrunner
Set the `title` tag in the HTML5 export immediately
2020-04-24Git Hooks: Suppress "which" error messages.bruvzg
2020-04-22Set the `title` tag in the HTML5 export immediatelyHugo Locurcio
This makes the project title display without having to wait for the project to finish loading.
2020-04-21Git Hooks: Add support for GUI git clients.bruvzg
[ci skip]
2020-04-14Android: Bump build tools to 29.0.3Rémi Verschelde
2020-04-09Travis: Re-enable Android buildsRémi Verschelde
2020-03-31Merge pull request #37153 from neikeq/mono_ios-4.0Rémi Verschelde
[master] Mono/C#: Add iOS support
2020-03-31Style: Add black format to fix_style.shRémi Verschelde
Also ignore new Android build artifact.
2020-03-31Fix exporting corrupted Xcode pbxproj if project name has spacesIgnacio Etcheverry
2020-03-31Merge pull request #37445 from nekomatata/hook-makerst-fixRémi Verschelde
Fixed errors in makerst pre-commit hook
2020-03-31Fixed errors in makerst pre-commit hookPouleyKetchoupp
2020-03-30Pre-commit hook instructions on WindowsPouleyKetchoupp
2020-03-30Travis: Add static check for Python black formattingRémi Verschelde
Also install and use pygmentize to visualize clang-format and black diffs.
2020-03-30Hooks: Use pygmentize if available to visualize diffRémi Verschelde
2020-03-30Hooks: Add pre-commit hook for psf/black formattingRémi Verschelde
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.
2020-03-21Make 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').