Age | Commit message (Collapse) | Author |
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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.
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Physics server plug
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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
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Supersedes #12553, see discussion in #12552.
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Temporary workaround for #12277.
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iOS GameCenter fixes
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(cherry picked from commit 5ed8826dd07eab83b6f6b6b7d3af602926a54ae6)
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Add method for secure authentication to GameCenter
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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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Fix returning Game Center player ID
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Fix logging on iOS
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RotatedFileLogger needs data_dir on iOS to be initialized, so setting
data_dir has been moved to initialize_core.
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On mobile platforms virtual keyboards take up significant amount of
screen space and UI containing a text box may need to be adjusted
after the keyboard appears to keep the text box visible to user. This
commit adds a way to obtain virtual keyabord height so that controls
are aware of how much they need to move.
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Extract logging logic
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Add types to scons command-line options
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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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Previously logging logic was scattered over OS class implementations
with plenty of duplication. Major changes in this commit:
- Extracted logging logic into a separate Logger hierarchy. It allows
easy configuration of logging mechanism depending on compile-time or
run-time configuration.
- Implemented RotatedFileLogger which is usually used with StdLogger,
providing persistency of logs. It is often important to be able to
obtain logs of the game even in production to be able to understand
what happened prior to some problem. On mobile there previously was
no way to obtain the logs aside from having the device connected to
your machine.
- flush() is not performed in release mode for every logged line. It
is only performed for errors.
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Add missed bindings for enums
Move some enums to class to have correct output of api.json
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- The Windows, UWP, Android (on Windows) and Linux builds are
tested with Scons 3.0 alpha using Python 3.
- OSX and iOS should hopefully work but are not tested since
I don't have a Mac.
- Builds using SCons 2.5 and Python 2 should not be impacted.
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- Fixes some single-dash leftovers that were missed in the previous commit
- Reorder the help output for clarity, and document missing options
- Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit
- Improve error message on malformed arguments and do not display help on error
- Always use long form of arguments when starting a new Godot process from C++, for clarity and easy grepping
- Cleanup obsolete code here and there
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main.cpp and help cleanup"
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- Fixes some single-dash leftovers that were missed in the previous commit
- Reorder the help output for clarity, and document missing options
- Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit
- Improve error message on malformed arguments and do not display help on error
- Cleanup obsolete code here and there
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Makes all Godot API's Methods lower_case
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Thus fixing some invalid changes that had still made it to the master branch.
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-Added system for feature overrides, it's pretty cool :)
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(Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
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Tried to organize the configure(env) calls in sections, using the same order
for all platforms whenever possible.
Apart from cosmetic changes, the following issues were fixed:
- Android: cleanup linkage, remove GLESv1_CM and GLESv2
- iPhone: Remove obsolete "ios_gles22_override" option
- OSX:
* Fix bits detection (default to 64) and remove obsolete "force_64_bits" option
(closes #9449)
* Make "fat" bits argument explicit
- Server: sync with X11
- Windows: clean up old DirectX 9 stuff
- X11:
* Do not require system OpenSSL for building (closes #9443)
* Fix typo'ed use_leak_sanitizer option
* Fix .llvm suffix overriding custom extra_suffix
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Improve/harmonize mobile builds
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Make the naming consistent with other classes.
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