Age | Commit message (Collapse) | Author |
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multiple editor/project manager instances, recent/favourite project list to project manager dock menu and opened scene list to editor dock menu.
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Optimization for Input::set_custom_mouse_cursor when used inside
_process function. (Avoids cursor blinking in low end devices)
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Add ability to limit maximum/minimum window size.
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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.
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documentation.
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Co-authored-by: Markus Törnqvist <mjt@nysv.org>
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[Clean up] Removed unused/unnecessary methods.
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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`
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Renamed:
- `drivers/alsamidi/alsa_midi.h` -> `midi_driver_alsamidi.h`
(same for `coremidi` and `winmidi`)
- `main/timer_sync.h` -> `main_timer_sync.h`
- `servers/visual/visual_server_global.h` -> `visual_server_globals.h`
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Happy new year to the wonderful Godot community!
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methods to gdscript/gdnative.
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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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-Project/Editor settings now show tooltips properly
-Settings thar require restart now will show a restart warning
-Video driver is now visible all the time, can be changed easily
-Added function to request current video driver
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[x11] Preserve window size when calling this method.
[osx] Make sure it don't make the window resizable if it's not needed.
[windows] clean up the code.
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Windows).
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This reverts commit e42576548f2c0ae2c6cb24ce2b0437ffb8978d65.
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Add new window setting: always on top
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Implement more methods for OS on Desktop platforms
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Update the documentations for OS.get_unique_id()
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Courtesy of @bruvzg.
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[GDnative] macOS `dylib` export fixes
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
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"/Contents/Frameworks"
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Custom hardware-accelerated mouse cursor
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Happy new year to the wonderful Godot community!
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Call needs to be routed via visual server to reach the proper thread.
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Closes #14663.
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-Fixes to unwrapper (remove degenerates), makes Thekla not crash
-Added optional cancel button in EditorProgress
-Added function to force processing of events (needed for cancel button)
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And make it configurable, too.
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Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
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