Age | Commit message (Collapse) | Author |
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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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This adds a static is_viable() method to all rasterizers which has to be
called before initializing the rasterizer. This allows us to check what
rasterizer to use in OS::initialize together with the GL context
initialization.
This commit also adds a new project setting
"rendering/quality/driver/driver_fallback" which allows the creator of a
project to specify whether or not fallback to GLES2 is allowed. This
setting is ignored for the editor so the editor will always open even if
the project itself cannot run. This will hopefully reduce confusion for
users downloading projects from the internet.
We also no longer crash when GLES3 is not functioning on a platform.
This fixes #15324
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Fixes #20301.
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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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Custom hardware-accelerated mouse cursor
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Make GDNative DLLs work on UWP
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Happy new year to the wonderful Godot community!
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Also rename stream_peer_winsock.* to stream_peer_tcp_winsock.* and
StreamPeerWinsock to StreamPeerTCPWinsock.
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Setting the vsync in the main thread, after the rendering thread starts
and takes the OpenGL context fails, so we need to do that before.
Also, for some reason, the main thread cannot make current the context
anymore.
Fixes #13447
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And make it configurable, too.
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Add support for XDG Base Directory spec
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There are still some left in the Android Java code, even stuff to swap between
GLES1 and GLES2 support from early Godot days... would be good to see some cleanup
there too one day.
The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported.
It can be readded when GLES 2.0 support comes back. Fixes #13004.
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Will be needed to avoid confusion with system data path (XDG_DATA_HOME)
and editor data dir in upcoming refactoring.
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Physics server plug
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Moved init_physics
Implemented physics 2D plug
Fix clang
Fix clang
Fix static check
Fix clang
Fix static check
Moved physics server initialization
Moved physics server settings initialization
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Temporary workaround for #12277.
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Previously logging logic was scattered over OS class implementations
with plenty of duplication. Major changes in this commit:
- Extracted logging logic into a separate Logger hierarchy. It allows
easy configuration of logging mechanism depending on compile-time or
run-time configuration.
- Implemented RotatedFileLogger which is usually used with StdLogger,
providing persistency of logs. It is often important to be able to
obtain logs of the game even in production to be able to understand
what happened prior to some problem. On mobile there previously was
no way to obtain the logs aside from having the device connected to
your machine.
- flush() is not performed in release mode for every logged line. It
is only performed for errors.
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Fix crash when no audio driver is available
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Add missed bindings for enums
Move some enums to class to have correct output of api.json
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-Added system for feature overrides, it's pretty cool :)
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(Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
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Also fix VS2017 compilation problems.
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this might cause bugs I haven't found yet..
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Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
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The ID property for InputEvents is set by `SceneTree` when sending the event down the tree.
So there's no need for the platform specific code to set this value when it will later be overriden anyway...
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I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
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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
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modified files)
-.pck and .zip exporting redone, seems to be working..
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Fixes compilation on Windows and likely other platforms (at least
as far as AudioServer changes were concerned), though they were
not tested.
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They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
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That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
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