Age | Commit message (Collapse) | Author |
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Its last use was removed in Godot 3.0, so it no longer makes sense to define.
Also removed `D3D_DEBUG_INFO` for Windows as it's likely a left over from a
long time ago pre-opensourcing when Godot had some form of Direct3D 9 support?
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[4.0] [iOS] Option to use storyboards for launch screens
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Enable iOS modules and fix missing symbols errors (4.0)
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(cherry picked from commit bd7192572697e919a8eb7cf6d8b44d699dae24c9)
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"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.
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Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
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I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
-o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
-o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```
This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.
This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.
Part of #33027.
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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.
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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.
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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.
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It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.
But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.
Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
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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.
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Configured for a max line length of 120 characters.
psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:
- Manually wrapped strings will be reflowed, so by using a line length
of 120 for the sake of preserving readability for our long command
calls, it also means that some manually wrapped strings are back on
the same line and should be manually merged again.
- Code generators using string concatenation extensively look awful,
since black puts each operand on a single line. We need to refactor
these generators to use more pythonic string formatting, for which
many options are available (`%`, `format` or f-strings).
- CI checks and a pre-commit hook will be added to ensure that future
buildsystem changes are well-formatted.
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VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D
Also renamed corresponding files.
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Also renamed Input to InputFilter because all it does is filter events.
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Found by reviewing headers with 1 or less matching includes:
```
find -name thirdparty -prune -o -name "*.h" -exec basename {} \; | sort -u > headers
for header in $(cat headers); do echo "$header: "; rg -l "#include \"(.*/)?$header\"" | wc -l; done > list-includes
```
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This addresses the issue godotengine/godot#37143
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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`.
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- Removed platform-specific implementations.
- Now all semaphores are in-object, unless they need to be conditionally created.
- Similarly to `Mutex`, provided a dummy implementation for when `NO_THREADS` is defined.
- Similarly to `Mutex`, methods are made `const` for easy use in such contexts.
- Language bindings updated: `wait()` and `post()` are now `void`.
- Language bindings updated: `try_wait()` added.
Bonus:
- Rewritten the `#ifdef` in `mutex.h` to meet the code style.
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Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
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Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
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Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
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It was initially implemented in #5871 for Godot 3.0, but never really
completed or thoroughly tested for most platforms. It then stayed in
limbo and nobody seems really keen to finish it, so it's better to
remove it in 4.0, and re-add eventually (possibly with a different API)
if there's demand and an implementation confirmed working on all
platforms.
Closes #8770.
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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!
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Also, optimized shader compilation to happen on threads.
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-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
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[iOS] Option to automatically generate icons and launch screens
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