Age | Commit message (Collapse) | Author |
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Also made LINK and CXXFLAGS configurable as command line options.
Note that LINK currently expects the *compiler* that will be used
for linking and will call its configured linker behind the scenes
(so g++, clang++, etc., not ld.gold). See #15364 for details.
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otherwise out of luck.
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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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Happy new year to the wonderful Godot community!
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-Disabled Opus, implementation is wrong.
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Since it's similar to LTO, it can be enabled by setting use_lto=yes.
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Call needs to be routed via visual server to reach the proper thread.
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Some users were confused by the '.debug' suffix for the symbols.
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Remove "const" from PacketPeer get_packet/get_var, move windows network related stuff to drivers
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Also rename stream_peer_winsock.* to stream_peer_tcp_winsock.* and
StreamPeerWinsock to StreamPeerTCPWinsock.
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They are NOT constant methods, as state by the comment message,
they fetch the last packet and then forget about it, actively
changing the state of the object.
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Closes #14663.
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spaces in indentation.
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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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Fixes vsync setting ignored when using a separate thread for rendering
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WINE can be either run from a provided path ("export/windows/wine"),
or looked up in the system PATH.
Fixes #14441.
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Call rcedit on export for Windows desktop
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- Add an editor setting to read the rcedit path.
- Add settings to the export preset with icon and other exe information
(version, name, copyright, etc.)
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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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support mingw-w64 build and Windows 7 with KB2533623.
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- Fix logic error.
- Track touches to enable defensive handling and releasing on focus out.
- Change comment-out by preprocessor `#if`.
- Track/report coordinates as float.
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pre pass, does some speed up to scenes using triplanar.
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library to open extra libraries.
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Fixed fleeting window white screen on editor/game startup
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bit later phase
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This allows to specify any valid folder name (including with subfolders) to use
as user:// on all platforms. The folder is constrained to the platform-specific
OS::get_data_path() (typically what `XDG_DATA_HOME` resolves to).
Fixes #13236.
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And make it configurable, too.
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That "revision" was inherited from SVN days but had been since then
used to give information about the build: "custom_build", "official",
"<some distro's build>".
It can now be overridden with the BUILD_NAME environment variable.
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Removes the need for _MKSTR all over the place which has the drawback of
converting _MKSTR(UNKNOWN_DEFINE) to "UKNOWN_DEFINE" instead of throwing
a compilation error.
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Add support for XDG Base Directory spec
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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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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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