Age | Commit message (Collapse) | Author |
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Small fixes to static analyzer bugs
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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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[Input] Release keys/actions pressed if window loses focus
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Re-maps KEY_BRACELEFT/RIGHT for OSX users
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Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
Co-authored-by: Marcelo Fernandez <marcelofg55@gmail.com>
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Many contributors (me included) did not fully understand what CCFLAGS,
CXXFLAGS and CPPFLAGS refer to exactly, and were thus not using them
in the way they are intended to be.
As per the SCons manual: https://www.scons.org/doc/HTML/scons-user/apa.html
- CCFLAGS: General options that are passed to the C and C++ compilers.
- CFLAGS: General options that are passed to the C compiler (C only;
not C++).
- CXXFLAGS: General options that are passed to the C++ compiler. By
default, this includes the value of $CCFLAGS, so that setting
$CCFLAGS affects both C and C++ compilation.
- CPPFLAGS: User-specified C preprocessor options. These will be
included in any command that uses the C preprocessor, including not
just compilation of C and C++ source files [...], but also [...]
Fortran [...] and [...] assembly language source file[s].
TL;DR: Compiler options go to CCFLAGS, unless they must be restricted
to either C (CFLAGS) or C++ (CXXFLAGS). Preprocessor defines go to
CPPFLAGS.
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Should fix #28098.
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[Clean up] Removed unused/unnecessary methods.
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Allow non-resizeable windows to enter full-screen mode.
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`OS.set_window.size` functions.
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Fix macOS accumulated mouse scroll events.
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Fix #26702
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Disable driver fallback to GLES2 by default
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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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-Fixed a bug where etc textures were imported broken
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window to front.
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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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Also fix missing newlines that caused #24202.
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Godot supports many different compilers and for production releases we
have to support 3 currently: GCC8, Clang6, and MSVC2017. These compilers
all do slightly different things with -ffast-math and it is causing
issues now. See #24841, #24540, #10758, #10070. And probably other
complaints about physics differences between release and release_debug
builds.
I've done some performance comparisons on Linux x86_64. All tests are
ran 20 times.
Bunnymark: (higher is better)
(bunnies) min max stdev average
fast-math 7332 7597 71 7432
this pr 7379 7779 108 7621 (102%)
FPBench (gdscript port http://fpbench.org/) (lower is better)
(ms)
fast-math 15441 16127 192 15764
this pr 15671 16855 326 16001 (99%)
Float_add (adding floats in a tight loop) (lower is better)
(sec)
fast-math 5.49 5.78 0.07 5.65
this pr 5.65 5.90 0.06 5.76 (98%)
Float_div (dividing floats in a tight loop) (lower is better)
(sec)
fast-math 11.70 12.36 0.18 11.99
this pr 11.92 12.32 0.12 12.12 (99%)
Float_mul (multiplying floats in a tight loop) (lower is better)
(sec)
fast-math 11.72 12.17 0.12 11.93
this pr 12.01 12.62 0.17 12.26 (97%)
I have also looked at FPS numbers for tps-demo, 3d platformer, 2d
platformer, and sponza and could not find any measurable difference.
I believe that given the issues and oft-reported (physics) glitches on
release builds I believe that the couple of percent of tight-loop
floating point performance regression is well worth it.
This fixes #24540 and fixes #24841
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Happy new year to the wonderful Godot community!
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Improve the test logic to only assume that we're building for macOS
if OSXCROSS_ROOT is defined *and* we requested p=osx.
Supersedes #24480.
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Unified button mask behavior across platforms
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Changes IME to make it possible to use it from gdscript/gdnative
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methods to gdscript/gdnative.
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Fix regular macOS build by passing -isysroot to compiler so correct system headers are found
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Export for OS X on OS X now lets you select .dmg or .zip
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Fix keycode problem on OSX
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