Age | Commit message (Collapse) | Author |
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
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Make GDNative DLLs work on UWP
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Happy new year to the wonderful Godot community!
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Fixes issues introduced by newer clang-format versions or commits
pushed directly without using the clang-format pre-commit hook.
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library to open extra libraries.
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- EditorExportPlugin's _export_begin accepts all the arguments related
to the current export (is_debug, path, flags).
- EditorExportPlugin API is extended with methods allowing to configure
iOS export: add_ios_framework, add_ios_plist_content,
add_ios_linker_flags, add_ios_bundle_file.
- iOS export template now contains Godot as a static library so that
it can be linked with third-party Frameworks and GDNative static
libraries.
- Adds method to DirAccess for recursive copying of a directory.
- Fixes iOS export to work with Xcode 9 (released recently).
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[GDNative] use feature tags, added load once option
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- The export process now builds complete .ipa on macOS, instead of just
creating XCode project.
- The project includes Capabilities games usually require: Game Center,
Push Notifications, In-App Purchase.
- Icons and launch screens can be specified in export preset.
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godot_gdnative_init_options
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A GDNativeLibrary now has a field "gdnative_singleton" which can be
used to let the `godot_gdnative_singleton` procedure be executed on
Godot's startup. In future this can be used to register new
scripting languages or resource importer types.
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The changes include work done to ensure that GDNative apps and Nim
integration specifically can run on Android. The changes have been
tested on our WIP game, which uses godot-nim and depends on several
third-party .so libs, and Platformer demo to ensure nothing got broken.
- .so libraries are exported to lib/ folder in .apk, instead of assets/,
because that's where Android expects them to be and it resolves the
library name into "lib/<ABI>/<name>", where <ABI> is the ABI matching
the current device. So we establish the convention that Android .so
files in the project must be located in the folder corresponding to
the ABI they were compiled for.
- Godot callbacks (event handlers) are now called from the same thread
from which Main::iteration is called. It is also what Godot now
considers to be the main thread, because Main::setup is also called
from there. This makes threading on Android more consistent with
other platforms, making the code that depends on Thread::get_main_id
more portable (GDNative has such code).
- Sizes of GDNative API types have been fixed to work on 32-bit
platforms.
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This adds GDNative as a separate class type.
It can be used to interface with native libraries by
using "native calls", which can be registered by modules
(and in future other GDNative libraries?).
It also reworks the currently called "GDNativeScript" into a
"NativeScript" that just makes use of the new GDNative instead
of it being the component that implements that functionality.
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-Added system for feature overrides, it's pretty cool :)
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[gdnative] `Object::_get` return type and dynamic property
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-Fixded BackBuffercopy object
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Seems like the extension is .dylib and not .dynlib.
This should make it easier to select files from the editor.
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When there was no terminate function defined in the library the exported variables would not update.
This fixes that.
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Add some 🔥 to appease @reduz. Fixes #8692.
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