Age | Commit message (Collapse) | Author |
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Remove the XR export logic from the legacy build system:
- On Android, Godot 4 export requires the use of Android plugins which are not supported by the legacy build system
- Provides added flexibility for configuring the Android manifest for XR specific capabilities.
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The previously used file sharing api was restricted after Android N causing the engine to crash whenever used on devices running Android N or higher.
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* Only two texture import modes for low/high quality now:
* S3TC/BPTC
* ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.
This solves the following problems:
* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
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Remove the ones provided automatically by the loaders, and the ones enabled by the default on the platform.
Fixes https://github.com/GodotVR/godot_openxr_loaders/issues/19
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the 'Unique Name' field.
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[Export] Add one-click deploy over SSH for the desktop exports.
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
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Introduce `appCategory` attribute of android to set category
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Add one-click deploy over SSH for the desktop exports.
Add ZIP export option for Linux and Windows.
Change export plugin icons to SVG format.
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Improve get_apksigner_path() robustness
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Non-exhaustive list of case-sensitive renames:
GDExtension -> GDNative
GDNATIVE -> GDEXTENSION
gdextension -> gdnative
ExtensionExtension ->Extension (for where there was GDNativeExtension)
EXTENSION_EXTENSION ->EXTENSION (for where there was GDNATIVE_EXTENSION)
gdnlib -> gdextension
gdn_interface -> gde_interface
gdni -> gde_interface
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Add support for font weight and stretch selection when using system fonts.
Add function to get system fallback font from a font name, style, text, and language code.
Implement system font support for Android.
Use system fonts as a last resort fallback.
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- Ensure all strings with ellipsis end with 3 periods instead of 2.
- Fix extraneous period in "Error calling from signal '...' to callable"
messages.
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Optimize Android export process
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rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer).
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Fully removes the `bits` option and adapts the code that relied on it.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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The functionality is unavailable on Android (requires export capability) and unnecessarily consumes resources
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Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
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This was done by refactoring directory and file access handling for the Android platform so that any general filesystem access type go through the Android layer.
This allows us to validate whether the access is unrestricted, or whether it falls under scoped storage and thus act appropriately.
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Instead of reusing the custom_template/ prefix which is actually only
used for the prebuilt APK workflow, we add a new custom_build/ prefix.
This is a slight compat breakage (users will have to redo their config)
but enables us to group the Min SDK and Target SDK options where they make
sense, and avoid reusing the previously hardcoded Target SDK 30 from
Godot 3.4.
Those two options are now strings instead of integers so that we can keep
them empty by default, and show their default value using a placeholder.
So some validation has been added to make sure they are proper ints.
The upper bound on Target SDK was also removed as it's a common use case
to use it to try to target newer released SDKs. But we warn the user that
this wasn't validated by us.
The export info dialog is now exclusive so that when it doesn't auto-close,
i.e. when it errors, you don't close it by mistake by clicking outside.
Fixes #62465.
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Starting in August 2022, new apps will need to target API level 31 (Android 12) or higher and adjust for behavioral changes.
Read more here: https://developer.android.com/google/play/requirements/target-sdk
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* Intended to replace RBSet in most cases.
* Optimized for iteration speed
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* Replace case-by-case extraction with PNAME & GNAME
* Fix group handling when group hint begins with property name
* Exclude properties that are PROPERTY_USAGE_NO_EDITOR
* Extract missing ADD_ARRAY*, ADD_SUBGROUP* macros
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* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
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https://developer.oculus.com/blog/presence-platforms-hand-tracking-api-gets-an-upgrade/
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