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2020-08-19iOS Export: Add a method to embed a frameworkSergey Minakov
By default 'add_ios_framework' would not embed a framework to save previous behavior. New 'add_ios_embedded_framework' would embed framework on export.
2020-07-10Add override keywords.Marcel Admiraal
2020-07-09Merge pull request #40215 from naithar/feature/ios-storyboard-usage-masterRémi Verschelde
[4.0] [iOS] Option to use storyboards for launch screens
2020-07-07iOS Export: Storyboard custom valuesSergey Minakov
2020-07-07iOS Export: add option to use storyboard for launch screenSergey Minakov
2020-07-06iOS Export: use relative path for res:// filesSergey Minakov
2020-07-02iOS Export: Updated Info.plist. Framework embedding. Fixes for search pathsSergey Minakov
2020-07-02iOS Export: turn .dylib into .framework on exportSergey Minakov
2020-06-23Export: Fix iOS enabling push notifications capabilitySergey Minakov
2020-06-19Rename "Identifier" to "Bundle Identifier" in macOS/iOS export presetsHugo Locurcio
"Bundle Identifier" is more well-understood among macOS and iOS developers and is less ambiguous. This is a slight breaking change as export presets will need to be updated to account for this change. See https://github.com/godotengine/godot-docs/pull/3295.
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-05-14Port member initialization from constructor to declaration (C++11)Rémi Verschelde
Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
2020-05-10Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde
Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet.
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-31Fix exporting corrupted Xcode pbxproj if project name has spacesIgnacio Etcheverry
2020-03-31Mono/C#: Add iOS supportIgnacio Etcheverry
Right now, games only work on devices when exported with FullAOT+Interpreter. There are some issues left that need to addressed for FullAOT alone. Right now, it's giving issues with the Godot.NativeCalls static constructor.
2020-03-23Adding missing include guards to header files identified by LGTM.Rajat Goswami
This addresses the issue godotengine/godot#37143
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-13Remove obsolete GLES3 backendRémi Verschelde
Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
2020-02-11Texture refactorJuan Linietsky
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
2020-02-10Merge pull request #34140 from bruvzg/ios_auto_icons_and_loadscreensRémi Verschelde
[iOS] Option to automatically generate icons and launch screens
2020-02-05Remove duplicate ERR_PRINT macro.Marcel Admiraal
2020-01-07Export: Improve usability of command line interfaceRémi Verschelde
I'm barely scratching the surface of the changes needed to make the --export command line interface easy to use, but this should already improve things somewhat. - Streamline `can_export()` templates check in all platforms, checking first for the presence of official templates, then of any defined custom template, and reporting on the absence of any. Shouldn't change the actual return value much which is still true if either release or debug is usable - we might want to change that eventually and better validate against the requested target. - Fix discrepancy between platforms using `custom_package/debug` and `custom_template/debug` (resp. `release`). All now use `custom_template`, which will break compatibility for `export_presets.cfg` with earlier projects (but is easy to fix). - Use `can_export()` when attempting a command line export and report the same errors that would be shown in the editor. - Improve error reporting after a failed export attempt, handling missing template and invalid path more gracefully. - Cleanup of unused stuff in EditorNode around the export workflow. - Improve --export documentation in --help a bit. Fixes #16949 (at least many of the misunderstandings listed there). Fixes #18470.
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-12-14Change bundle name rules on iOS to match Apple's requirementsJonas Bernemann
Changed the bundle identifier verification to match the official verficiation. https://developer.apple.com/documentation/bundleresources/information_property_list/cfbundleidentifier This help developers to migrate existing games to godot without constantly having to change the bundle identifier in the generated XCode project.
2019-12-06[iOS] Adds export options to automatically generate iOS icons and launch ↵bruvzg
screens from the project icon and boot splash.
2019-12-06iOS: Disable armv7 as target arch by defaultRémi Verschelde
We no longer compile for armv7 and x86 in the official export templates, as those architectures are no longer relevant for iOS. If users really want to support armv7 (used on devices from before September 2013, e.g. iPhone 5), they can still build their own templates and toggle the option. We might remove the option altogether in a later release to avoid the confusion for users that might tick the checkbox without having compiled their own templates. Fixes #34135.
2019-12-03[iOS] Add export options to control external access to user data.bruvzg
2019-12-01iOS modular build and export implementation.bruvzg
2019-09-25Merge pull request #32051 from qarmin/some_error_explanationRémi Verschelde
Added some obvious errors explanations
2019-09-25Added some obvious errors explanationsqarmin
2019-09-22Changed some code found by Clang Tidy and Coverityqarmin
2019-08-09Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "platform", ↵Robin Hübner
"modules/gdnative", "modules/gdscript" directories.
2019-07-20Changed some code showed in LGTM and Coverageqarmin
2019-07-06Add microphone privilege settings support back into export and add privilege ↵Bastiaan Olij
exist check to camera server for iOS
2019-07-01Merge pull request #29815 from NilsIrl/plus_file_1Rémi Verschelde
Replace ` + "/" + ` with `String::file_add()`
2019-06-30ARKit for Godot 3.2BastiaanOlij
This PR introduces support for ARKit to the iOS version of Godot. ARKit is Apples Augmented Reality platform. This PR brings in support for ARKit 1.0 and implements a few ARKit 2.0 features. It requires iOS 11 to run but should not prevent Godot from running on older versions as long as ARKit remains unused.
2019-06-25Allow '-' character in iOS reverse DNS identifiers dissallow underscores.Nicholas Thompson
2019-06-23Replace ` + "/" + ` with `String::file_add()`Nils ANDRÉ-CHANG
2019-06-11Fix error macro calls not ending with semicolonRémi Verschelde
It's not necessary, but the vast majority of calls of error macros do have an ending semicolon, so it's best to be consistent. Most WARN_DEPRECATED calls did *not* have a semicolon, but there's no reason for them to be treated differently.
2019-05-18Allow project export to be canceledGeorge Marques
2019-04-04Small fixes to static analyzer bugsqarmin
2019-03-06Fix directory check when exporting projectvolzhs
Fix #26702
2019-03-06Merge pull request #26633 from akien-mga/driver-fallback-etcRémi Verschelde
Disable driver fallback to GLES2 by default
2019-03-05Merge pull request #26626 from rluders/misleading-error-message-exportRémi Verschelde
Fixing misleading error message when trying to export
2019-03-05Fixes misleading error message when trying to exportRicardo Lüders
This patch fixes the misleading error message when users try to "export all" into an invalid destination path. Closes #26539
2019-03-05Disable driver fallback to GLES2 by defaultRémi Verschelde
GLES2 is not designed to be a drop-in replacement for the GLES3 backend, so the fallback mode has to be used knowingly. It *can* make sense for simple projects which make sure to handle the differences between both rendering backends, but most users should stick to one supported backend. By making it opt-in, we can now use this parameter to define whether to export ETC textures to Android and iOS when using GLES3 + Fallback. When using GLES3 without Fallback on Android, set the proper min GLES version in the AndroidManifest. Also made the option boolean and renamed it for clarity and to avoid conflict with the previous String option (which would always evaluate as "true" otherwise). Fixes #26569.
2019-03-04Remove microphone from export options and distribution plistSam Green