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AgeCommit message (Collapse)Author
2022-01-19Add `DisplayServer.clipboard_has()` to check clipboard contentHaoyu Qiu
2022-01-18Merge pull request #47522 from madmiraal/rename-test_width-test_heightRĂ©mi Verschelde
2022-01-17Merge pull request #56012 from bruvzg/wt🤎4Rémi Verschelde
2022-01-14Fix Actions mapped to triggers not using the full rangeMarcel Admiraal
2022-01-12Merge pull request #56673 from winterpixelgames/bugfix-android-keystore-pathsRĂ©mi Verschelde
2022-01-12Merge pull request #56492 from akien-mga/remove-author-docstringsRĂ©mi Verschelde
2022-01-10Android export plugin passes absolute file paths to gradle for keystores.Jason Knight
2022-01-05Fix decoding UTF-8 filenames on unzipping.bruvzg
2022-01-04Style: Remove inconsistently used `@author` docstringsRĂ©mi Verschelde
Each file in Godot has had multiple contributors who co-authored it over the years, and the information of who was the original person to create that file is not very relevant, especially when used so inconsistently. `git blame` is a much better way to know who initially authored or later modified a given chunk of code, and most IDEs now have good integration to show this information.
2022-01-04Rename Project Window width and height settings to match their functionMarcel Admiraal
2022-01-03Update copyright statements to 2022RĂ©mi Verschelde
Happy new year to the wonderful Godot community!
2021-12-21Fix Android Studio builds.ne0fhyk
2021-12-18[Windows] Improve console handling and execute/create_process.bruvzg
Always build with the GUI subsystem. Redirect stdout and stderr output to the parent process console. Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with `create_process`). Add `open_console` argument to the `execute` and `create_process` to open a new console window. Remove `interface/editor/hide_console_window` editor setting. Remove `Toggle System Console` menu option. Remove `set_console_visible` and `is_console_visible` functions.
2021-12-18Fix initialising of gl_manager and checking gl_manager and context_vulkan ↵Bastiaan Olij
preventing crash issues.
2021-12-15Only rotate Android sensor values for sensors that need them rotatedMarcel Admiraal
2021-12-10Misc build system fixesAaron Franke
2021-12-10Merge pull request #43181 from nathanfranke/string-emptyRĂ©mi Verschelde
Replace String comparisons with "", String() to is_empty()
2021-12-09Merge pull request #55767 from m4gr3d/config_hand_tracking_frequency_masterRĂ©mi Verschelde
2021-12-09Merge pull request #55759 from m4gr3d/enable_exclude_from_recents_masterRĂ©mi Verschelde
2021-12-09Add support for configuring the xr hand tracking frequency modene0fhyk
2021-12-09Enable configuration of the `android:excludeFromRecents` activity attribute.Fredia Huya-Kouadio
2021-12-09Replace String comparisons with "", String() to is_empty()Nathan Franke
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings
2021-12-08Add configs to specify the min and target sdk versions.Fredia Huya-Kouadio
2021-11-23Rename `remove()` to `remove_at()` when removing by indexLightning_A
2021-11-22Merge pull request #55159 from m4gr3d/add_oculus_openxr_config_masterRĂ©mi Verschelde
2021-11-21Fix Android `get_screen_orientation()` not returning valid valuesMarcel Admiraal
2021-11-20Add support for OpenXR export configurations.Fredia Huya-Kouadio
2021-11-15Merge pull request #54992 from RandomShaper/drop_android_db_settingRĂ©mi Verschelde
2021-11-15Drop pointless Android depth buffer settingPedro J. Estébanez
2021-11-12Use "enum class" for input enumsAaron Franke
2021-11-09Merge pull request #54463 from RandomShaper/fix_gl3_32bitsRĂ©mi Verschelde
2021-11-03Add default `minSdkVersion` and `targetSdkVersion` in the ↵Fredia Huya-Kouadio
AndroidManifest.xml file
2021-11-01Fix new projects always being created with OpenGLHugo Locurcio
Only Vulkan is fully implemented for now, so OpenGL isn't available in the project manager yet. This also makes the rendering driver checks use lowercase names everywhere for consistency.
2021-11-01Drop broken Android 32-bit framebuffer setting for a reliable one for depth ↵Pedro J. Estébanez
buffer
2021-10-31Use OpenGL 3.3 core profile instead of compatibility profileClay John
- Rename OpenGL to GLES3 in the source code per community feedback. - The renderer is still exposed as "OpenGL 3" to the user. - Hide renderer selection dropdown until OpenGL support is more mature. - The renderer can still be changed in the Project Settings or using the `--rendering-driver opengl` command line argument. - Remove commented out exporter code. - Remove some OpenGL/DisplayServer-related debugging prints.
2021-10-30Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3Hugo Locurcio
- Use lowercase driver names for the `--rendering-driver` command line argument.
2021-10-30Add GLES2 2D renderer + Linux display managerlawnjelly
First implementation with Linux display manager. - Add single-threaded mode for EditorResourcePreview (needed for OpenGL). Co-authored-by: clayjohn <claynjohn@gmail.com> Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
2021-10-28clang-format: Enable `BreakBeforeTernaryOperators`RĂ©mi Verschelde
clang-format keeps breaking the way it handles break *after* ternary operators, so I give up and go with the only style they seem to actually test.
2021-10-28clang-format: Various fixes to comments alignment from `clang-format` 13RĂ©mi Verschelde
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28clang-format: Disable alignment of operands, too unreliableRĂ©mi Verschelde
Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`.
2021-10-26Android: Properly validate `godot_project_name_string` for Android special charsRĂ©mi Verschelde
Fixes #52659.
2021-10-23Fix Gradle builds not excluding excluded tasksMarcel Admiraal
2021-10-21Remove unimplemented methodsMarcel Admiraal
2021-10-15SCons: Set `DEBUG_ENABLED` and `DEV_ENABLED` in SConstructRĂ©mi Verschelde
They're the same for all platforms so they don't need to be repeated in all platform definitions.
2021-10-14Upgrade Android Gradle to version 7.2Marcel Admiraal
2021-10-14SCons: Add `DEV_ENABLED` defines for `target=debug` buildsRĂ©mi Verschelde
This will allow adding developer checks which will be fully compiled out in user builds, unlike `DEBUG_ENABLED` which is included in debug tempates and the editor builds. This define is not used yet, but we'll soon add code that uses it, and change some existing `DEBUG_ENABLED` checks to be performed only in dev builds. Related to godotengine/godot-proposals#3371.
2021-10-12Build for 64-bit ARM by default when compiling or exporting for AndroidHugo Locurcio
All Android devices that support Vulkan support 64-bit ARM. This also removes NEON opt-out code for ARMv7 as pretty much all ARMv7 devices also support NEON.
2021-10-11Pass the correct `export_format` argument to locate the assets directory ↵ne0fhyk
when exporting.
2021-10-09Implement get_cache_path() for iOS, and improve it for Android and WindowsPedro J. Estébanez
2021-09-15Add support for Play Asset Delivery.ne0fhyk
This only adds support for a subset of Play Asset Delivery: this causes a single install-time asset pack to always be present, but doesn't add support for dynamically downloaded asset packs.