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2022-04-28Implement text-to-speech support on Android, iOS, HTML5, Linux, macOS and ↵bruvzg
Windows. Implement TextServer word break method.
2022-02-01[macOS] Cleanup and split Objective-C objects to the separate filesbruvzg
2021-11-02[macOS] Add support for OpenGLES3 video driver.bruvzg
2021-02-08SCons: Fix debug_symbols tests after switch to BoolVariableRémi Verschelde
Bug introduced in #45679. Fixes part of #45816.
2020-11-09Remove `debug_symbols=full` in favor of `debug_symbols=yes`Hugo Locurcio
`debug_symbols=yes` will now behave like `debug_symbols=full` did before. The difference in compressed file sizes is not that large, which means there isn't much point in having two different values. This helps make the buildsystem easier to understand.
2020-03-30SCons: Format buildsystem files with psf/blackRémi Verschelde
Configured for a max line length of 120 characters. psf/black is very opinionated and purposely doesn't leave much room for configuration. The output is mostly OK so that should be fine for us, but some things worth noting: - Manually wrapped strings will be reflowed, so by using a line length of 120 for the sake of preserving readability for our long command calls, it also means that some manually wrapped strings are back on the same line and should be manually merged again. - Code generators using string concatenation extensively look awful, since black puts each operand on a single line. We need to refactor these generators to use more pythonic string formatting, for which many options are available (`%`, `format` or f-strings). - CI checks and a pre-commit hook will be added to ensure that future buildsystem changes are well-formatted.
2020-03-26Add macOS DisplayServer implementation.bruvzg
Change global menu to use Callable, add support for check items and submenus.
2020-03-03Drop old semaphore implementationPedro J. Estébanez
- Removed platform-specific implementations. - Now all semaphores are in-object, unless they need to be conditionally created. - Similarly to `Mutex`, provided a dummy implementation for when `NO_THREADS` is defined. - Similarly to `Mutex`, methods are made `const` for easy use in such contexts. - Language bindings updated: `wait()` and `post()` are now `void`. - Language bindings updated: `try_wait()` added. Bonus: - Rewritten the `#ifdef` in `mutex.h` to meet the code style.
2020-02-14Remove incomplete battery status/power APIRémi Verschelde
It was initially implemented in #5871 for Godot 3.0, but never really completed or thoroughly tested for most platforms. It then stayed in limbo and nobody seems really keen to finish it, so it's better to remove it in 4.0, and re-add eventually (possibly with a different API) if there's demand and an implementation confirmed working on all platforms. Closes #8770.
2020-02-11Add runtime GLES2 / Vulkan context selection.bruvzg
2020-02-11Add static Vulkan loader.bruvzg
Initial Vulkan support for Windows. Initial Vulkan support for macOS.
2019-12-01iOS modular build and export implementation.bruvzg
2019-06-15Adding a new Camera Server implementation to Godot.BastiaanOlij
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server. Other parts of Godot can interact with this to obtain images from the camera as textures. This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-04-06Remove unused importsHendrikto
2019-02-12Platform: Ensure classes match their header filenameRémi Verschelde
Also drop some unused files. Renamed: - `platform/iphone/sem_iphone.h` -> `semaphore_iphone.h` (same for `osx`) - `platform/uwp/gl_context_egl.h` -> `context_egl_uwp.h` - in `platform/windows`: `context_gl_win.h`, `crash_handler_win.h`, `godot_win.cpp`, `joypad.h` and `key_mapping_win.h` all renamed to use `windows`. Some classes renamed accordingly too. - `EditorExportAndroid` and `EditorExportUWP` renamed to `EditorExportPlatformAndroid` and `EditorExportPlatformUWP` - `power_android` and `power_osx` renamed to `PowerAndroid` and `PowerOSX` - `OSUWP` renamed to `OS_UWP` Dropped: - `platform/windows/ctxgl_procaddr.h`
2018-09-28SCons: Build thirdparty code in own env, disable warningsRémi Verschelde
Also remove unnecessary `Export('env')` in other SCsubs, Export should only be used when exporting *new* objects.
2018-07-27Running builder (content generator) functions in subprocesses on WindowsViktor Ferenczi
- Refactored all builder (make_*) functions into separate Python modules along to the build tree - Introduced utility function to wrap all invocations on Windows, but does not change it elsewhere - Introduced stub to use the builders module as a stand alone script and invoke a selected function There is a problem with file handles related to writing generated content (*.gen.h and *.gen.cpp) on Windows, which randomly causes a SHARING VIOLATION error to the compiler resulting in flaky builds. Running all such content generators in a new subprocess instead of directly inside the build script works around the issue. Yes, I tried the multiprocessing module. It did not work due to conflict with SCons on cPickle. Suggested workaround did not fully work either. Using the run_in_subprocess wrapper on osx and x11 platforms as well for consistency. In case of running a cross-compilation on Windows they would still be used, but likely it will not happen in practice. What counts is that the build itself is running on which platform, not the target platform. Some generated files are written directly in an SConstruct or SCsub file, before the parallel build starts. They don't need to be written in a subprocess, apparently, so I left them as is.
2018-02-14PEP3101 applied with changing old type string formatting as new onesBTaskaya
2018-01-30[macOS] Strip executable when `separate_debug_symbols` is set to yesbruvzg
2018-01-26Make separate debug symbols opt-inHein-Pieter van Braam
This adds a separate_debug_symbols option to the x11, windows, and osx targets. This will default to adding normal debugging symbols to the artifacts and only splits them when separate_debug_symbols=yes on the Scons command line.
2017-12-14MacPorts clang version selection, and OpenMP linking fix.bruvzg
2017-12-14Adds `macports_clang` build flag to build using clang-5.0 form MacPorts ↵bruvzg
(with OpenMP support).
2017-11-28disable caching for targets using helper functionsRhody Lugo
2017-11-28use the same cache for all branches for appveyorRhody Lugo
2017-09-30Merged iphone and osx audio drivers into drivers/coreaudioMarcelo Fernandez
2017-09-16Create separate debug info files by defaultHein-Pieter van Braam
Now that we have a built-in stacktrace on a segfault it would be useful to have debug information on debug_release builds so that bugreports can include this information. Without this debug info we will still get function names in the backtrace but not file location. This commit will by default build all targets with minimal debug info and then strip the information into separate files. On MacOS this is a .dSYM file, on Linux/MingW this is a .debug file. MacOSX will automatically load a dSYM file if it exists in its debugger. On Linux/MingW we create a 'gnu debuglink' meaning that gdb and friends will automatically find the debug symbols if they exist. Existing workflow for developers does not change at all, except that we now create two instead of one build artifact by default. This commit also adds a 'debug_symbols' option to X11, MacOS, and MingW targets. The default is 'yes' which corresponds to -g1. The alternatives are 'no' (don't generate debug infos at all) or 'full' which runs with -g2. A target=debug build will now build with -g3.
2017-09-13Added a crash handler to dump the backtrace on Windows, Linux and OS XMarcelo Fernandez
2017-05-20Doing a little bit of cleanupBastiaanOlij
2017-03-04Add API to access battery power stateJulian Murgia
Done: - X11, server (tested) - Windows (developed, would be nice to retest) - OSX (not tested) Prepared (not developed): - Android (code is here, but may not compile) - iphone - winrt - bb10 - haiku - javascript
2017-01-08Finish replacement of joystick by joypadRémi Verschelde
Some parts were forgotten in 547a577.
2016-11-01style: Fix PEP8 whitespace issues in Python filesRémi Verschelde
Done with `autopep8 --select=E2,W2`, fixes: - E201 - Remove extraneous whitespace. - E202 - Remove extraneous whitespace. - E203 - Remove extraneous whitespace. - E211 - Remove extraneous whitespace. - E221 - Fix extraneous whitespace around keywords. - E222 - Fix extraneous whitespace around keywords. - E223 - Fix extraneous whitespace around keywords. - E224 - Remove extraneous whitespace around operator. - E225 - Fix missing whitespace around operator. - E226 - Fix missing whitespace around operator. - E227 - Fix missing whitespace around operator. - E228 - Fix missing whitespace around operator. - E231 - Add missing whitespace. - E231 - Fix various deprecated code (via lib2to3). - E241 - Fix extraneous whitespace around keywords. - E242 - Remove extraneous whitespace around operator. - E251 - Remove whitespace around parameter '=' sign. - E261 - Fix spacing after comment hash. - E262 - Fix spacing after comment hash. - E265 - Format block comments. - E271 - Fix extraneous whitespace around keywords. - E272 - Fix extraneous whitespace around keywords. - E273 - Fix extraneous whitespace around keywords. - E274 - Fix extraneous whitespace around keywords. - W291 - Remove trailing whitespace. - W293 - Remove trailing whitespace.
2016-11-01style: Start applying PEP8 to Python files, indentation issuesRémi Verschelde
Done with `autopep8 --select=E1`, fixes: - E101 - Reindent all lines. - E112 - Fix under-indented comments. - E113 - Fix over-indented comments. - E115 - Fix under-indented comments. - E116 - Fix over-indented comments. - E121 - Fix a badly indented line. - E122 - Fix a badly indented line. - E123 - Fix a badly indented line. - E124 - Fix a badly indented line. - E125 - Fix indentation undistinguish from the next logical line. - E126 - Fix a badly indented line. - E127 - Fix a badly indented line. - E128 - Fix a badly indented line. - E129 - Fix a badly indented line.
2016-10-17SCsub: Add python shebang as a hint for syntax highlightingRémi Verschelde
Also switch existing shebangs to "better" /usr/bin/env python.
2016-09-06osx: Support gamepad input.Andreas Haas
Fixes #3881 Vibration support is not optimal yet as it doesn't try to emulate the "weak" and "strong" motor strength, but just takes the parameter with the highest value for the vibration gain.
2015-12-13utf stuff on osxsantiagopf
2014-10-07Build System ChangesJuan Linietsky
-=-=-=-=-=-=-=-=-=-= Build System: -Big clean up of SCons, changed how builds are done to a much cleaner method (check the Github Wiki for instructions). -Deactivated BlackBerry10 (sorry), if no mantainer found (or BlackBerry does not send us a Passort ;), platform will be removed as we have no longer devices to test. Engine: -Removed deprecated object and scene format (was in there just for compatibility, not in use since a long time). -Added ability to open scenes even if a node type was removed (will try to guess the closest type). -Removed deprecated node types.
2014-02-09GODOT IS OPEN SOURCEJuan Linietsky