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2021-08-13Merge pull request #51587 from Calinou/use-unicode-multiplication-symbolRémi Verschelde
Use the Unicode multiplication symbol where relevant
2021-08-13Add input buffering frameworkPedro J. Estébanez
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).
2021-08-13Improve input event accumulationPedro J. Estébanez
- 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.
2021-08-13Upgrade Vulkan memory allocatorPedro J. Estébanez
2021-08-12Use the Unicode multiplication symbol where relevantHugo Locurcio
2021-08-12Split osx platform export template into multiple filesSergey Minakov
2021-08-12Use "volk" instead of statically linked Vulkan loader.bruvzg
2021-08-10Use Key enum instead of plain integersAaron Franke
2021-08-08[macOS] Move captured mouse cursor to the center when window gain focus.bruvzg
2021-07-27Removed Redundant assignement of name inside configure_joypad functionvitika9
2021-07-26[macOS] Add "debugging" (`get-task-allow`) to the export options, to allow ↵bruvzg
using native debugger.
2021-07-25Fix various typos with codespellluz paz
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`
2021-07-22Move `alert` function from `DisplayServer` to `OS`.bruvzg
2021-07-22Fix MoltenVK static linking on macOS (add missing include path, Vulkan SDK ↵bruvzg
path option, use xcframework instead of static framework).
2021-07-10Merge pull request #48622 from Geometror/reimplement-disableable-vsyncHugo Locurcio
2021-07-09[macOS, Mono] Automatically enable JIT entitlements for the Mono exports.bruvzg
2021-07-06Restructure and reimplement vsync optionsHendrik Brucker
-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX -Removed the V-Sync via Compositor option
2021-06-23[macOS] Fix custom mouse cursor not set after mouse mode change.bruvzg
2021-06-20Use mouse and joypad enums instead of plain integersAaron Franke
Also MIDIMessage
2021-06-20Move many input enums to their own fileAaron Franke
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-14Add LSApplicationCategoryType to the template and export dialog.bruvzg
2021-06-12Merge pull request #49123 from aaronfranke/it-is-timeRémi Verschelde
Add a Time singleton
2021-06-11Merge pull request #49511 from akien-mga/core-diraccess-fileaccess-ioRémi Verschelde
Core: Move DirAccess and FileAccess to `core/io`
2021-06-11Merge pull request #49279 from Calinou/rename-string-is-abs-path-methodRémi Verschelde
Rename `String.is_abs_path()` to `String.is_absolute_path()`
2021-06-11Add Time singletonAaron Franke
2021-06-11Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde
File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
2021-06-03Add MOUSE_MODE_CONFINED_HIDDENAaron Franke
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-06-03Rename `String.is_abs_path()` to `String.is_absolute_path()`Hugo Locurcio
This is more consistent with `NodePath.is_absolute()`.
2021-05-31Implement shader cachingreduz
* Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v
2021-05-25Rename File::get_len() get_length()Marcel Admiraal
2021-05-24Merge pull request #46866 from bruvzg/symlinks_and_macos_gdn_framework_export_4Rémi Verschelde
2021-05-24Add GDNative Framework loading and export support.bruvzg
2021-05-24[macOS] Allow "on top" windows to enter full-screen mode.bruvzg
2021-05-21OS: Remove code duplicate in XDG paths handlingRémi Verschelde
Follow-up to #48542.
2021-05-20Only allow absolute paths in XDG environment variablesHugo Locurcio
The XDG Base Directory specification does not allow using relative paths (which broke things in Godot anyway). If a relative path is detected, it should be ignored.
2021-05-17Merge pull request #48168 from LightningAA/control-to-ctrl-4.0Rémi Verschelde
2021-05-17Make all file access 64-bit (uint64_t)Pedro J. Estébanez
This changes the types of a big number of variables. General rules: - Using `uint64_t` in general. We also considered `int64_t` but eventually settled on keeping it unsigned, which is also closer to what one would expect with `size_t`/`off_t`. - We only keep `int64_t` for `seek_end` (takes a negative offset from the end) and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means we only need to guard against passing negative values in `core_bind.cpp`. - Using `uint32_t` integers for concepts not needing such a huge range, like pages, blocks, etc. In addition: - Improve usage of integer types in some related places; namely, `DirAccess`, core binds. Note: - On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for big files on 32-bit Windows builds made with that toolchain. We might add a workaround. Fixes #44363. Fixes godotengine/godot-proposals#400. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-05-07Rename "Control" key to "Ctrl" and add "_pressed" suffix to all ↵Lightning_A
InputEventWithModifiers properties/methods
2021-05-04Rename `doubleclick` to `double_click`Aaron Franke
2021-04-29Replace remaining uses of `NULL` with `nullptr`Rémi Verschelde
Follow-up to #38736 (these uses were likely added after this PR was merged).
2021-04-27Core: Drop custom `copymem`/`zeromem` definesRémi Verschelde
We've been using standard C library functions `memcpy`/`memset` for these since 2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb. There was still the possibility for third-party platform ports to override the definitions with a custom header, but this doesn't seem useful anymore.
2021-04-16Fix macOS build with all sanitizers enabled.bruvzg
2021-04-15Add more sanitizer flags to shows more bugsRafał Mikrut
2021-03-29Merge pull request #47435 from madmiraal/rename-texture-get_dataRémi Verschelde
Rename Texture.get_data() to get_image()
2021-03-29[macOS] Enable code signing by default, use ad-hoc signature if no identity ↵bruvzg
specified.
2021-03-28Rename Texture.get_data() to get_image()Marcel Admiraal
2021-03-23Rename some more global enums (Key, Joy, MIDI)Aaron Franke
2021-03-23Rename ButtonList enum and members to MouseButtonAaron Franke
2021-03-20Merge pull request #46966 from qarmin/faster_releaseRémi Verschelde
Allow to not optimize release build