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2022-02-04Cleanup and move char functions to the `char_utils.h` header.bruvzg
2022-01-25[iOS] Fix iOS export with manually specified signing/provisioning data.bruvzg
2022-01-17[iOS] Improve iOS icon / loading screen export.bruvzg
Merge "required" / "optional" icons into a single list. Remove "generate_missing" and automatically rescale icons / loading screens that are missing or have incorrect size. Print warning if icon or loading screen has incorrect size.
2022-01-14Remove support for PVRTC texture encoding and decodingHugo Locurcio
On the only platform where PVRTC is supported (iOS), ETC2 generally supersedes PVRTC in every possible way. The increased memory usage is not really a problem thanks to modern iOS' devices processing power being higher than its Android counterparts.
2022-01-05Fix decoding UTF-8 filenames on unzipping.bruvzg
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
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
2021-11-30Don't return reference on copy assignment operatorsRémi Verschelde
We prefer to prevent using chained assignment (`T a = b = c = T();`) as this can lead to confusing code and subtle bugs. According to https://en.wikipedia.org/wiki/Assignment_operator_(C%2B%2B), C++ allows any arbitrary return type, so this is standard compliant. This could be re-assessed if/when we have an actual need for a behavior more akin to that of the C++ STL, for now this PR simply changes a handful of cases which were inconsistent with the rest of the codebase (`void` return type was already the most common case prior to this commit).
2021-11-07[iOS export] Capture and display xcodebuild output.bruvzg
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.
2021-10-28clang-format: Disable alignment of operands, too unreliableRémi 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`.
2021-10-17iOS: Don't embed project static frameworks/libsIgnacio Roldán Etcheverry
Previously, files added via `add_ios_project_static_libs` where being added as embedded frameworks. This commit fixes that. Static frameworks/libs should never be embedded into IPAs.
2021-10-14Fix specific warnings issues by ClangK. S. Ernest (iFire) Lee
Found by `scons dev=yes` on llvm-mingw.
2021-08-31Make platform feature tag names lowercaseHugo Locurcio
Feature tag names are still case-sensitive, but this makes built-in feature tags more consistent. - `Windows` -> `windows` - `OSX` -> `osx` - `LinuxBSD` -> `linuxbsd` - `Android` -> `android` - `iOS` -> `ios` - `HTML5` -> `html5` - `JavaScript` -> `javascript` - `UWP` -> `uwp`
2021-08-12Split iphone platform export template into multiple filesSergey Minakov
2021-07-13[iOS] Fix plugin configuration loadingSergey Minakov
Clear ConfigFile parameter before loading new file. Ignore duplicate input plist keys
2021-07-13Fix casing of the "to" stop word in editor stringsHugo Locurcio
This also fixes a C# documentation example that had one of its strings incorrectly converted.
2021-06-22Merge pull request #49803 from naithar/feature/ios-plugin-multitype-plist-4.0Rémi Verschelde
[4.0] [iOS] Support multiple `plist` types in plugin
2021-06-21[iOS] Support multiple plist typesSergey Minakov
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-11Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde
File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
2021-05-31Merge pull request #49137 from RandomShaper/ios_targeted_familyRémi Verschelde
Add iOS export option for device family
2021-05-27Add iOS export option for device familyPedro J. Estébanez
2021-05-25Set schemes' build config to debug/release in iOS Xcode exportPedro J. Estébanez
2021-05-24Use an enum to represent screen orientation in the Project SettingsHugo Locurcio
- 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").
2021-02-18Merge pull request #45617 from RandomShaper/modernize_atomicsRémi Verschelde
Modernize atomics (and fix `volatile`)
2021-02-18Modernize atomicsPedro J. Estébanez
- Based on C++11's `atomic` - Reworked `SafeRefCount` (based on the rewrite by @hpvb) - Replaced free atomic functions by the new `SafeNumeric<T>` - Replaced wrong cases of `volatile bool` by the new `SafeFlag` - Platform-specific implementations no longer needed Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18Reorganize Project Settingsreduz
-Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up.
2021-02-03[iOS] Additional 'linker_flags' plugin parameterSergey Minakov
2021-01-31Merge pull request #45315 from RandomShaper/modernize_threadRémi Verschelde
Modernize Thread
2021-01-29Modernize ThreadPedro J. Estébanez
- Based on C++11's `thread` and `thread_local` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed (except for the few cases of non-portable functions) - Simpler for `NO_THREADS` - Thread ids are now the same across platforms (main is 1; others follow)
2021-01-26Merge pull request #45277 from bruvzg/ios_arm64_simRémi Verschelde
Add separate `simulator` flag for iOS build, change main library to `xcframework`.
2021-01-18[iOS] Fix embedding of plugin librariesSergey Minakov
2021-01-18[WIP] Add separate `simulator` flag for iOS build, change main library to ↵bruvzg
`xcframework` format.
2021-01-17[iOS] Added support for '.xcframework' in pluginsSergey Minakov
2021-01-15[Plugins] Rename 'PluginConfig' struct to platform specific nameSergey Minakov
2021-01-09Split OS::execute into two methodsMarcel Admiraal
1. execute(): Executes a command and returns the results. 2. create_process(): Creates a new process and returns the new process' id.
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-02Initialize class/struct variables with default values in platform/ and editor/Rafał Mikrut
2020-11-20Export: Reorder options for consistency across platformsRémi Verschelde
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
2020-11-10iOS Export: support multi-target pluginSergey Minakov
Plugins can use 'binary_name.a' or 'binary_name.release.a' and 'binary_name.debug.a' for plugin library.
2020-11-10iOS Export: export modification to support pluginsSergey Minakov
Added plugin configuration. Export options now use plugins that could be enabled/disabled. Plugin changes are observed at runtime.
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-09-23iOS: Fix multiple issues with PVRTC import, disable ETC1Vasiliy Makarov
Fixes: #28683, #28621, #28596 and maybe others For iOS we enable pvrtc feature by default for all backends Etc1 for iOS doesn't have any sense, so it disabled. Fixed checks in export editor. Fixed pvrtc encoding procedure. Edit by Akien: Forward-ported from #38076, this may not make sense as is for Godot 4.0, but it's important that we have the latest code in sync with 3.2 for when more rendering backends and proper iOS support are added back. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2020-09-03[Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms.bruvzg
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