Age | Commit message (Collapse) | Author |
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Adds sanitizer options for macOS
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Before, plain arrow cursor or unsuitable ones were used.
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directory.
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export template ZIP.
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I'm barely scratching the surface of the changes needed to make the
--export command line interface easy to use, but this should already
improve things somewhat.
- Streamline `can_export()` templates check in all platforms, checking
first for the presence of official templates, then of any defined
custom template, and reporting on the absence of any.
Shouldn't change the actual return value much which is still true if
either release or debug is usable - we might want to change that
eventually and better validate against the requested target.
- Fix discrepancy between platforms using `custom_package/debug` and
`custom_template/debug` (resp. `release`).
All now use `custom_template`, which will break compatibility for
`export_presets.cfg` with earlier projects (but is easy to fix).
- Use `can_export()` when attempting a command line export and report
the same errors that would be shown in the editor.
- Improve error reporting after a failed export attempt, handling
missing template and invalid path more gracefully.
- Cleanup of unused stuff in EditorNode around the export workflow.
- Improve --export documentation in --help a bit.
Fixes #16949 (at least many of the misunderstandings listed there).
Fixes #18470.
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Add an `OS.is_window_focused()` getter
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
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Also fix a few stray clang-format formatting errors that passed
through CI unnoticed.
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Co-authored-by: Haoyu Qiu <timothyqiu32@gmail.com>
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This makes it possible to know whether the window is focused
at a given time, without having to track the focus state manually
using `NOTIFICATION_WM_FOCUS_IN` and `NOTIFICATION_WM_FOCUS_OUT`.
This partially addresses #33928.
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Using codespell 1.16.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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InputEventMouseMotion event.
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for macOS CI.
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API. Remove hidden mount points from the volume list.
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Fix non-HiDPI mode on HiDPI displays on macOS Catalina.
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and "osslsigncode" on the other platforms)
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Properly revert cursor when using set_custom_mouse_cursor with null
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Fixes #32486
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entitlements property hint, remove excessive codesign calls, suppress "file not found" error on first export)
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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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IAmActuallyCthulhu/pr/remove-redundant-author-comments
Remove redundant author doc comments
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So far we left most temporary files lying around, so this attempts to
fix that.
I added a helper method to DirAccess to factor out the boilerplate of
creating a DirAccess, checking if the file exists, remove it or print
an error on failure.
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"modules/gdnative", "modules/gdscript" directories.
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Since invalid values will cause the setting to be discarded,
it makes more sense to display an error message instead of a
warning message.
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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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It's the recommended way to set those, and is more portable
(automatically prepends -D for GCC/Clang and /D for MSVC).
We still use CPPFLAGS for some pre-processor flags which are not
defines.
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Replace ` + "/" + ` with `String::file_add()`
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This is only meant to check the validity of the whole codebase every
now and then, or to apply clang-format config changes when relevant.
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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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Fixes hotkeys on "Dvorak - QWERTY ⌘" keyboard layout.
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Removes redundant "splash" setting, improves per pixel transparency documentation.
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