Age | Commit message (Collapse) | Author |
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[HTML5] Fix wheel/touch callback modifying event after parse.
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[HTML5] Use browser mix rate by default on the Web.
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The events should be duplicated or reinstantiated without
assuming that parse_input will consume them immediately.
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Would attempt an out of bounds read, causing an exception.
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Browsers doesn't really like forcing the mix rate, e.g. Firefox does not
allow input (microphone) if the mix rate is not the default one, Chrom*
will exhibit worse performances, etc.
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[HTML5] Fix input not working when buffered.
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After input buffering was reworked, input accumulation is now handled
outside of OS, and the JavaScript plaform never implemented that.
Additionally, the JavaScript platform is quite obnoxious about calling
specific APIs outside specific user triggered events.
This commit adds event flushing during the main iteration, and forces it
during keydown/keyup/mousedown/mouseup/touchstart/touchend/touchcanel
events (effectively only accumulating only "move" events).
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- Tweak the Android platform logo to remove the Android wordmark,
as it can't be used without explicit permission.
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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`
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Calinou/web-editor-improve-download-project-source-zip-name
Improve the generated ZIP archive name when using Download Project Source
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Follow-up to #51002.
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Update Godot Javascript FS library to manually depend on ERRNO_CODES.
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This makes for easier organization since downloading a project
several times (or several different projects) will result in more
meaningful file names.
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Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
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* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.
This is part of ongoing work to optimize GUI and the editor.
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Non-threads build are broken anyway.
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The XR API changed a bit, and it's not just a rename, though probably an
easy update for someone who is qualified :).
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Was looking for misuse of module headers without checking that the module is
actually enabled and got carried away...
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The memory was resized in any case during start.
Mitigate Chromium issue:
https://bugs.chromium.org/p/v8/issues/detail?id=11863
Also fix a warning about SAFE_HEAP being a linker only flag.
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* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
`scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
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Strings are UTF-8 encoded and should be parsed as such, while it was
being parsed as a C string before.
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Enabled by default.
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Also MIDIMessage
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Renames JSON.parse_string() to parse()
Renames JSON.decode_data() to stringify()
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JavaScript callbacks created via the `JavaScript.create_callback` method
used to always return void.
With this patch they return the value returned by the Godot function as
one would expect.
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[HTML5] Fix build without eval, library functions signatures.
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Also fix download_buffer return type.
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File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
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- Update Viewport MSAA property hints to match the currently
exposed values.
- Add some performance hints to property hints.
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[HTML5] Fix build after KEY_CTRL rename.
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