Age | Commit message (Collapse) | Author |
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Being async, the first time a value is pasted GUI elements will still
return the previous one.
This at least until 'clipboardchange' window event gets implemented by
user agents.
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Listen to paste events to update local clipboard.
CTRL+V still not working out of the box.
To do that, We would need to change how we handle keypress, most likely
making it worse and less safe. In the end, I'm not sure we can fix it
properly for now. Maybe in the future, with the Clipboard API, support
of which is still pretty limited on chrome, and only available to
extensions in Firefox.
For now, you can paste via:
- Browser bar -> Edit -> Paste.
- Middle mouse click (Linux only, copies secondary clipboard).
And THEN press CTRL+V
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SCons: Keep exceptions and rtti on Android, iOS and HTML5 tools build
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Those were disable to keep size small, and on Android avoid the dependency on the STL,
but for tools build (editor) this is not really a concern.
Note: as of today it's not possible to build tools=yes for those platforms, but this
change is one of the necessary steps to enable it.
Fixes #25262.
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Signature was changed in OS via:
cd4449e7abe97b2bc883e2d182db2cc41eb35f8c
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Include paths are processed from left to right, so we use Prepend to
ensure that paths to bundled thirdparty files will have precedence over
system paths (e.g. `/usr/include` should have lowest priority).
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Fix #26702
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Disable driver fallback to GLES2 by default
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Fixing misleading error message when trying to export
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This patch fixes the misleading error message when users
try to "export all" into an invalid destination path.
Closes #26539
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GLES2 is not designed to be a drop-in replacement for the GLES3 backend,
so the fallback mode has to be used knowingly. It *can* make sense for
simple projects which make sure to handle the differences between both
rendering backends, but most users should stick to one supported backend.
By making it opt-in, we can now use this parameter to define whether to
export ETC textures to Android and iOS when using GLES3 + Fallback.
When using GLES3 without Fallback on Android, set the proper min GLES
version in the AndroidManifest.
Also made the option boolean and renamed it for clarity and to avoid
conflict with the previous String option (which would always evaluate as
"true" otherwise).
Fixes #26569.
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For HTML5, we need to support S3TC if running on desktop,
and ETC or ETC2 for mobile, so make this explicit.
Add logic to check for ETC2 support on GLES3,
and remove incorrect ETC feature for GLES3 on Android.
Fix ETC check invalidating templates on HTML5.
Fixes #26476.
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-Added ability for resource importers to save metadata
-Added ability for resource importers to validate depending on project settings
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-Fixed a bug where etc textures were imported broken
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Using codespell 1.14.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
doubleclick
lod
nd
numer
que
te
unselect
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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Closes #25378.
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Also fix missing newlines that caused #24202.
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Resume audio context after mouse, touch or key input.
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Fix HTML5 build warning
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Happy new year to the wonderful Godot community!
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Added double clicking to all buttons on Linux and Javascript
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Unified button mask behavior across platforms
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Export for OS X on OS X now lets you select .dmg or .zip
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Enable --no-heap-copy flag for HTML5 builds
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Avoids linker warnings and errors about undefined references.
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The code in pre.js and engine.js is a bit confusing to see in isolation,
since the files aren't valid JS files by themselves. This just adds some
explanatory text to both files.
Fixes #22937.
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Misc. typos
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Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
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Fix WebM and Theora video in HTML5 export
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