Age | Commit message (Collapse) | Author |
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"modules/gdnative", "modules/gdscript" directories.
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exist check to camera server for iOS
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Replace ` + "/" + ` with `String::file_add()`
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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.
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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.
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Fix #26702
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Disable driver fallback to GLES2 by default
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Fixing misleading error message when trying to export
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This patch fixes the misleading error message when users
try to "export all" into an invalid destination path.
Closes #26539
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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.
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For HTML5, we need to support S3TC if running on desktop,
and ETC or ETC2 for mobile, so make this explicit.
Add logic to check for ETC2 support on GLES3,
and remove incorrect ETC feature for GLES3 on Android.
Fix ETC check invalidating templates on HTML5.
Fixes #26476.
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-Added ability for resource importers to save metadata
-Added ability for resource importers to validate depending on project settings
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Also fix missing newlines that caused #24202.
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even no templates installed.
all others export work as this already.
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Happy new year to the wonderful Godot community!
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without specifying Identifier, it will cause `can not be parsed` error on Xcode
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[-Wsign-compare]
Also turn off -Wsign-compare warnings in the future, we do not consider them important.
Fixes the following GCC 5 warnings:
```
core/node_path.cpp:279:24: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
core/oa_hash_map.h:169:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
core/oa_hash_map.h:314:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/gles2/shader_gles2.cpp:985:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/gles3/rasterizer_storage_gles3.cpp:1075:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/pulseaudio/audio_driver_pulseaudio.cpp:343:34: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/editor_plugin.cpp:525:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/editor_properties_array_dict.cpp:747:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/plugins/spatial_editor_plugin.cpp:2078:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/plugins/spatial_editor_plugin.cpp:4096:27: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/plugins/sprite_editor_plugin.cpp:100:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/cvtt/image_compress_cvtt.cpp:122:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/cvtt/image_compress_cvtt.cpp:134:77: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/cvtt/image_compress_cvtt.cpp:339:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/etc/image_etc.cpp:222:34: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/gdnative/register_types.cpp:242:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/gdnative/register_types.cpp:258:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/opensimplex/simplex_noise.cpp:200:13: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/opensimplex/simplex_noise.cpp:222:13: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/opensimplex/simplex_noise.cpp:246:13: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/android/export/export.cpp:1085:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/android/export/export.cpp:1489:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/android/export/export.cpp:1623:22: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:206:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:356:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:406:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:493:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/audio_stream_player_3d.cpp:420:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/resources/audio_stream_sample.cpp:565:22: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/resources/audio_stream_sample.cpp:571:22: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_rb_resampler.cpp:156:36: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
```
The following warnings were not fixed, as they implied casting for no gain:
```
core/io/packet_peer.cpp:228:38: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
core/io/resource_format_binary.cpp:109:11: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/gles2/rasterizer_scene_gles2.cpp:144:57: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/unix/file_access_unix.cpp:249:46: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:889:14: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:1020:14: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:1154:14: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:2255:38: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/resources/bit_mask.cpp:336:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_stream.cpp:141:49: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_stream.cpp:150:19: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_stream.cpp:154:19: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio_server.cpp:86:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio_server.cpp:89:17: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
```
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
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Fixes file hints so the file dialog actually displays the files with given extension (e.g. *.apk).
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Use it to provide a better example for application identifiers
on Android, iOS and macOS, where users thought they *had* to use
this as a magic token.
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This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
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Starting from April 2018 Apple no longer accepts apps that do not
support iPhone X. For games this mainly means respecting the safe area,
unobstructed by notch and virtual home button. UI controls must be
placed within the safe area so that users can interact with them.
This commit:
- Adds OS::get_window_safe_area method that returns unobscured area of
the window, where interactive controls should be rendered.
- Reorganizes how launch screens are exported - the previous way was
incorrect and modern iPhones did not pick up the correct screens and
because of that used a non-native resolution to render the game.
- Adds launch screen options for iPhone X.
- Makes launch screens optional in the export template. If not
specified, a white screen will be used.
- Adds App Store icon (1024x1024) export option as it now has to be
bundled with the app instead of being provided in iTunes Connect.
- Fixes crash when launching games in iOS Simulator. It happened because
controllerWasConnected callback came before the engine was
initialized. Now in such case the controllers will be queued up and
registered after initialization is done.
- Fixes issue with the virtual keyboard where for some reason
autocorrection panel would intersect with the keyboard itself and not
allow you to use the top row of the keyboard. This is fixed by
disabling autocorrection altogether.
Closes #17358. Fixes #17428. Fixes #17331.
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
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Happy new year to the wonderful Godot community!
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In some cases, the link to download export templates was missing.
Fixes #14391
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wrong function,
leading to unnecesary copy on writes and reduced performance.
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- EditorExportPlugin's _export_begin accepts all the arguments related
to the current export (is_debug, path, flags).
- EditorExportPlugin API is extended with methods allowing to configure
iOS export: add_ios_framework, add_ios_plist_content,
add_ios_linker_flags, add_ios_bundle_file.
- iOS export template now contains Godot as a static library so that
it can be linked with third-party Frameworks and GDNative static
libraries.
- Adds method to DirAccess for recursive copying of a directory.
- Fixes iOS export to work with Xcode 9 (released recently).
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These changes allow to open the exported project in XCode and Run it
immediately to begin debugging. Before these changes you'd have to
sign GDNative libs and change Build Configuration manually.
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Now that #12009 is merged, we should let the system find the binary on
the users $PATH and don't assume we know where to look for them in
different distributions.
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- The export process now builds complete .ipa on macOS, instead of just
creating XCode project.
- The project includes Capabilities games usually require: Game Center,
Push Notifications, In-App Purchase.
- Icons and launch screens can be specified in export preset.
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-Added system for feature overrides, it's pretty cool :)
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