Age | Commit message (Collapse) | Author |
|
Add a Time singleton
|
|
|
|
Core: Move DirAccess and FileAccess to `core/io`
|
|
Rename `String.is_abs_path()` to `String.is_absolute_path()`
|
|
|
|
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
|
|
Add OS.get_external_data_dir() to get Android external directory
|
|
|
|
|
|
Style: Cleanup uses of double spaces between words
|
|
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
|
|
|
|
This is more consistent with `NodePath.is_absolute()`.
|
|
HaywardMorihara/export-android-keystore-debug-warnings
Exporting -> Android: Keystore Warnings
|
|
* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
|
|
Allow basic user data backup on Android
|
|
Fixed changing screen orientation on Android
|
|
|
|
|
|
|
|
|
|
Use an enum to represent screen orientation in the Project Settings
|
|
- Tweak the setting property hint to be more informative.
- Make the setting a "basic" setting so it appears when Advanced Settings
is disabled.
- Remove redundant orientation setting in the iOS export preset.
The project setting is now used (like on Android).
Projects upgrading from a previous version will have to set the
screen orientation again in the Project Settings if it wasn't set
to the default value ("landscape").
|
|
|
|
|
|
We found that this flag causes this error on PR #48812 which does not add any
fancy inline assembly:
```
/tmp/tile_set-ce236a.s: Assembler messages:
/tmp/tile_set-ce236a.s:34676: Error: selected processor does not support `bfc x0,#32,#32'
clang++: error: assembler command failed with exit code 1 (use -v to see invocation)
```
That flag is mentioned in various errors related to assembler failures on
arm64v8 with Clang from the Android NDK.
It was added in Godot in #6958 when migrating from GCC to Clang, and is indeed
referenced in the NDK's Clang migration guide:
https://android.googlesource.com/platform/ndk/+/master/docs/ClangMigration.md
> Especially for ARM and ARM64, Clang is much stricter about assembler rules
> than GCC/GAS. Use `-fno-integrated-as` if Clang reports errors in inline
> assembly or assembly files that you don't wish to modernize.
We don't get those errors nowadays so it seems the flag is no longer needed.
|
|
|
|
This changes the types of a big number of variables.
General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
settled on keeping it unsigned, which is also closer to what one would expect
with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
pages, blocks, etc.
In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
core binds.
Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
big files on 32-bit Windows builds made with that toolchain. We might add a
workaround.
Fixes #44363.
Fixes godotengine/godot-proposals#400.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
|
|
InputEventWithModifiers properties/methods
|
|
See discussion in #43811, it was only implemented on iOS and even that
implementation was fairly limited. This would best be provided as plugins
for Android and iOS without cluttering the shared OS API.
|
|
|
|
|
|
|
|
Core: Drop custom `copymem`/`zeromem` defines
|
|
Android: Upgrade buildTools from 30.0.1 to 30.0.3
|
|
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
|
|
directly by the plugin.
|
|
It seems 30.0.1 had issues with compatibility with JDK 8 and 11,
which appear to be solved in 30.0.3 as per godotengine/godot-docs#4796.
|
|
Follow-up to #46810, this was missed in #47079 when fixing the issue
for other platforms.
Fixes #48135.
|
|
Re-add "no-exceptions" for export templates builds with ICU.
|
|
Validation layers on Android
|
|
|
|
APK" error and improve command output logging.
|
|
|
|
Add support for forwarding callbacks from Godot's parent activity
|
|
|
|
|
|
|
|
`requestCode` and deprecate support for forwarding callbacks from Godot's parent activity.
|
|
|