Age | Commit message (Collapse) | Author |
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A window can be closed on the server side while processing results from
_NET_CLIENT_LIST, which causes BadWindow fatal errors by default in
XGetWindowProperty.
The only way to safely catch this case is to set an error handler to
ignore BadWindow errors while these commands are processed.
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- Rename OpenGL to GLES3 in the source code per community feedback.
- The renderer is still exposed as "OpenGL 3" to the user.
- Hide renderer selection dropdown until OpenGL support is more mature.
- The renderer can still be changed in the Project Settings or using
the `--rendering-driver opengl` command line argument.
- Remove commented out exporter code.
- Remove some OpenGL/DisplayServer-related debugging prints.
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- Use lowercase driver names for the `--rendering-driver`
command line argument.
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First implementation with Linux display manager.
- Add single-threaded mode for EditorResourcePreview (needed for OpenGL).
Co-authored-by: clayjohn <claynjohn@gmail.com>
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
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Helps with fixing issues with scrolling popups not respecting screen
decorations on the display server side.
Reproduction steps for a simple use case:
- Start the editor project list
- Open the language selection popup
Support for multi-screen:
Handling decorations is supported in different ways depending on the
information the window manager provides:
- _GTK_WORKAREAS is used when available from the WM to get accurate rect
for the different screens directly (available on Gnome).
- Alternatively, strut information is used to calculate available space
for a given desktop manually (XFCE, KDE).
- As last resort _NET_WORKAREA is used. It provides one full rect for all
screens, which doesn't handle decorations on the secondary screen in all
cases.
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Fix window_get_current_screen for X11 display server
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This method used to check which screen contains the top-left corner of
the window (and default to the first screen in case none is found),
which is not accurate in some cases.
Now the area of overlap with each screen is calculated, so we can get
the best candidate based on the window's position.
This makes window_get_current_screen consistent with Windows platform,
and fixes an issue where popups appear on the main screen when the main
window is slightly moved outside of the desktop on the top or left.
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All reviewed manually and occasionally rewritten to avoid bad auto formatting.
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Sets `AlignOperands` to `DontAlign`.
`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
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The new system based on a thread gathering events from the X11 server
was causing delays in some scenarios where some events have just been
missed at the time of processing and we're waiting for a whole frame to
check them again.
Solved by flushing again and checking for pending events at the
beginning of the process loop, in addition to events already gathered
on the event thread.
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Compiled out by default, just used for debugging local builds.
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Input buffering is implicitly used by event accumulation, but this commit makes it more generic so it can be enabled for other uses.
For desktop OSs it's currently not feasible given main and UI threads are the same).
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- API has been simplified: all events now go through `parse_input_event()`. Whether they are accumulated or not depends on the `use_accumulated_input` flag.
- Event accumulation is now thread-safe (it was not needed so far, but it prepares the ground for the following changes).
- Touch drag events now support accumulation.
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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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When a popup is going to be closed, switch focus to the parent only if
the popup is still being focused.
Fixes some cases with specific WMs where due to the order of events, a
new popup could be immediately unfocused because a previously opened
and closed popup is switching focus to the parent.
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-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
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Also MIDIMessage
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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Some Vulkan debugging prints were also changed to be printed only
in verbose mode.
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InputEventWithModifiers properties/methods
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To avoid trying to do PRIME detection on fake `libGL.so` as used by e.g.
Renderdoc or Primus, we skip detection if there's a `libGL.so` in
`LD_LIBRARY_PATH`... and our luck is that Steam defines it and includes
system paths too, thus the actual system `libGL`... 🤦
So if we detect Steam, we skip this check.
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
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The problem happened on methods `screen_get_position`,
`screen_get_usable_rect` and `window_set_current_screen` when they were
passed a negative screen value.
Fixes:
- #46184
- #46185
- #46186
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- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
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Modernize Thread
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- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
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http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
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1. execute(): Executes a command and returns the results.
2. create_process(): Creates a new process and returns the new process' id.
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
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