Age | Commit message (Collapse) | Author |
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Update the Godot Android Editor name from `Godot Editor 4.x` to `Godot Editor 4`
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Editor v4`
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Update the logic to calculate the screen scale on Android
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- Unify keycode values (secondary label printed on a key), remove unused hardcoded Latin-1 codes.
- Unify IME behaviour, add inline composition string display on Windows and X11.
- Add key_label (localized label printed on a key) value to the key events, and allow mapping actions to the unshifted Unicode events.
- Add support for physical keyboard (Bluetooth or Sidecar) handling on iOS.
- Add support for media key handling on macOS.
Co-authored-by: Raul Santos <raulsntos@gmail.com>
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Takes into account the ratio between the screen size and the default window dimensions.
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[Android export] Added validation of the project name when using $genname in the 'Unique Name' field.
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the 'Unique Name' field.
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And remove leftover duplicated message on Android.
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[Export] Add one-click deploy over SSH for the desktop exports.
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* All core types masks are now correctly marked as bitfields.
* The enum hacks in MouseButtonMask and many other types are gone. This ensures that binders to other languages non C++ can actually implement type safe bitmasks.
* Most bitmask operations replaced by functions in BitField<>
* Key is still a problem because its enum and mask at the same time. While it kind of works in C++, this most likely can't be implemented safely in other languages and will have to be changed at some point. Mostly left as-is.
* Documentation and API dump updated to reflect bitfields in core types.
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screen detection.
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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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Improve support for 64-bit types on Android.
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Fix ambiguous touch input events on Android
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there can be events can have both SOURCE_TOUCHSCREEN and SOURCE_STYLUS. handle them as touch events rather than mouse events.
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Rename all gdnative occurences to gdextension
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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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Rename `window_get_real_size`, add position counterpart.
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`window_get_position_with_decorations`.
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DisplayServer::screen_is_touchscreen will likely never utilize its
parameter p_screen.
This PR replaces this function by DisplayServer::is_touchscreen_available()
with the same functionality.
This solves the problem, that a SubViewport was used for determining
the screen, which resulted in error messages.
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Clean up DisplayServerAndroid::window_get_native_handle() with the GLES3 renderer
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renderer
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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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Add necessary build flags and switch from using a
GLES2 context to a GLES3 one.
This also enables building for OpenXR
Co-authored-by: m4gr3d <fhuyakou@gmail.com>
Co-authored-by: dsnopek <dsnopek@gmail.com>
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Improves the base functionality for the Android platform and helps reduce the amount of spurious error logs emitted.
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We would needlessly get file names like `*.arm64.armv8.o`.
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Boolean stringification changed in Godot 4.0.
Fixes #67034.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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Remove redundant non-trivial Variant types initializations
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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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This update mappings in the JNI functions to better support 64-bit integers, and adds support for 64-bit float arrays.
The code is mostly reused from 32-bit types.
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[Android] Fix GDExtension export and loading.
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Fixes the wrong mapping of `Key::HOME`. Androids `KEYCODE_HOME` is in fact the hardware home button the right mapping is `KEYCODE_MOVE_HOME`.
Also adds mappings to keys that were not present before.
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