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AgeCommit message (Collapse)Author
2018-06-28Optimize images losslessly using `oxipng -o6 --strip all --zopfli`Hugo Locurcio
2018-05-11Proper focus in/out handling on iOSRuslan Mustakov
PR #18675 (commit 96301e9) revealed a problem with how iOS lifecycle callbacks were handled by Godot. Before that PR it was possible to get NOTIFICATION_WM_FOCUS_IN callback without getting the corresponding NOTIFICATION_WM_FOCUS_OUT. That commit added a flag to ensure they are always coupled, but now there is an issue when, for example, you open a notification panel on iOS without moving the app to background. It resulted in view.stopAnimation being called without the corresponding startAnimation when the app moves to foreground again, so it looked like the game hanged. I changed focus out notification to be sent in applicationWillResignActive, because it makes more sense than to do it in applicationDidEnterBackground, because it is always called in pair with applicationDidBecomeActive, where focus in is sent. applicationDidEnterBackground may not come under circumstances that are now described as a comment in code.
2018-05-07Resume audio on iOS after phone call or alarmRuslan Mustakov
When a phone call or an alarm triggers on iOS, the application receives an "audio interruption" and it's up to the application to resume playback when the interruption ends. I added handling for audio interruptions same as if the game is focused out and then back in.
2018-05-02Merge pull request #17196 from RandomShaper/improve-gui-touchRémi Verschelde
Implement universal translation of touch to mouse (3.1)
2018-04-30Implement universal translation of touch to mousePedro J. Estébanez
Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*) The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers. Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse. *: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest. On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction. Plus: Improve/fix tracking of current mouse position. ** Summary of changes to settings: ** - `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse` - New setting: `input/pointing_devices/emulate_mouse_from_touch`
2018-04-19Provide error details when in-app purchase failsRuslan Mustakov
2018-04-11iPhone X support and iOS-related fixesRuslan Mustakov
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.
2018-03-31Fix UpdatePowerInfo method implementation in PowerIphone classIgors Vaitkus
2018-03-28Fix IPhone and OSX cross compilationFabio Alessandrelli
2018-03-13fix iOS build - error due to GLES2 missing include (with the advice from ↵Yannick Le Duc
bruvzg[m] on irc)
2018-03-04Clean and expose get_audio/video_driver_* funcs on OS classMarcelo Fernandez
2018-02-25Add missing return statements (iOS and server).bruvzg
2018-02-22add restore purchases for iOSJ Andrew Long
2018-01-07Improve missing iOS loading screen error messageRuslan Mustakov
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
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.
2018-01-04Change OS::initialize signature to return Error (fix segfault on x11)Emmanuel Leblond
2018-01-03Merge pull request #12814 from guilhermefelipecgs/add_hardware_custom_cursorRémi Verschelde
Custom hardware-accelerated mouse cursor
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-17Add implementation for custom hardware cursorGuilherme Silva
2017-12-12Updated Linux template extensions to match architecture.Nathan Warden
2017-12-10iOS: Drop obsolete code from never-public modulesRémi Verschelde
2017-12-08Fix Manage Export Templates linkMattUV
In some cases, the link to download export templates was missing. Fixes #14391
2017-12-07Merge pull request #14356 from volzhs/ios-delegate-masterRémi Verschelde
use application:didFinishLaunchingWithOptions: instead of application…
2017-12-07Style: Apply new clang-format 5.0 style to all filesRémi Verschelde
2017-12-07use application:didFinishLaunchingWithOptions: instead of ↵volzhs
applicationDidFinishLaunching: for iOS
2017-12-03Fix open_dynamic_library override in OSIPhoneRuslan Mustakov
Was broken at 9678231b109c333a5273325c8758241310cd27f4
2017-11-29Enhanced iOS and UWP logo on Export dialogIndah Sylvia
2017-11-28disable caching for targets using helper functionsRhody Lugo
2017-11-28use the same cache for all branches for appveyorRhody Lugo
2017-11-25Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky
wrong function, leading to unnecesary copy on writes and reduced performance.
2017-11-21Return and repair file loggingRuslan Mustakov
And make it configurable, too.
2017-11-21Allow configuring iOS exportRuslan Mustakov
- 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).
2017-11-20Merge pull request #12988 from akien-mga/xdg-home-pathsRémi Verschelde
Add support for XDG Base Directory spec
2017-11-19Merge pull request #13045 from akien-mga/gles2-cleanupRémi Verschelde
Cleanup old references to GLES2 renderer
2017-11-19Cleanup old references to GLES2 rendererRémi Verschelde
There are still some left in the Android Java code, even stuff to swap between GLES1 and GLES2 support from early Godot days... would be good to see some cleanup there too one day. The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported. It can be readded when GLES 2.0 support comes back. Fixes #13004.
2017-11-19Add currency code to iOS product details responseEvgeny Zuev
2017-11-17Rename OS::get_data_dir to OS::get_user_data_dirRémi Verschelde
Will be needed to avoid confusion with system data path (XDG_DATA_HOME) and editor data dir in upcoming refactoring.
2017-11-14Merge pull request #12922 from eska014/engine-singletonsRémi Verschelde
Singleton management changes
2017-11-14Move singleton management from ProjectSettings to EngineLeon Krause
2017-11-13change matrix and enable caching for Android, iOS and macOS (cross-compile)Rhody Lugo
2017-11-09Remove get_default_video_mode definition on OSX/iOSRémi Verschelde
It had been missed in d09160a8b67fdc60e8108962c4e9bd4c0bc7f13e and broke compilation for those platforms. Took the opportunity to run clang-format on the code base to fix some corner cases that went through our static tests/were overlooked recently.
2017-11-06Prevent to stop music in another background app on iOSvolzhs
2017-11-03Merge pull request #12262 from AndreaCatania/pplugJuan Linietsky
Physics server plug
2017-11-04Implemented physics plugAndreaCatania
Moved init_physics Implemented physics 2D plug Fix clang Fix clang Fix static check Fix clang Fix static check Moved physics server initialization Moved physics server settings initialization
2017-11-02SCons: make use_lto a global option and opt-in for iphoneRémi Verschelde
Supersedes #12553, see discussion in #12552.
2017-10-29Disable logging until the logs location is sorted outRémi Verschelde
Temporary workaround for #12277.
2017-10-20Merge pull request #12252 from MednauN/masterRémi Verschelde
iOS GameCenter fixes
2017-10-20update GKScore init functionsersoong
(cherry picked from commit 5ed8826dd07eab83b6f6b6b7d3af602926a54ae6)
2017-10-20Fix iOS GameCenter connection flowEvgeny Zuev
Add method for secure authentication to GameCenter
2017-10-16Sign iOS dylibs before packagingRuslan Mustakov
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.