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2018-01-05SCons: Fix usage of LD when we meant LINKRémi Verschelde
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.
2018-01-05Forced set mouse global position always, hopefully will fix #15354, ↵Juan Linietsky
otherwise out of luck.
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
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.
2018-01-04Add support from properly exporting shared objects, needed for GDNative exportJuan Linietsky
2018-01-04Change OS::initialize signature to return Error (fix segfault on x11)Emmanuel Leblond
2018-01-03Merge pull request #12814 from guilhermefelipecgs/add_hardware_custom_cursorRémi Verschelde
Custom hardware-accelerated mouse cursor
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-31Improve LTO build with MSVCGeorge Marques
2017-12-24-Removed OpenMP support, replaced by a custom class.Juan Linietsky
-Disabled Opus, implementation is wrong.
2017-12-22Do not require OpenMP for non-tools builds (export templates)Rémi Verschelde
2017-12-17Add implementation for custom hardware cursorGuilherme Silva
2017-12-16Add support for whole program optimization on MSVCGeorge Marques
Since it's similar to LTO, it can be enabled by setting use_lto=yes.
2017-12-16Add epic hack so vsync can be toggled in run-time from script. Fixes #14458.Juan Linietsky
Call needs to be routed via visual server to reach the proper thread.
2017-12-16Rename the debug symbol files to .debugsymbolsHein-Pieter van Braam
Some users were confused by the '.debug' suffix for the symbols.
2017-12-16Merge pull request #14708 from Faless/get_packet_not_const_rebasedRémi Verschelde
Remove "const" from PacketPeer get_packet/get_var, move windows network related stuff to drivers
2017-12-15Fix 32bit MingW build for thekla_altasHein-Pieter van Braam
2017-12-15Move windows networking class to drivers/windows/Fabio Alessandrelli
Also rename stream_peer_winsock.* to stream_peer_tcp_winsock.* and StreamPeerWinsock to StreamPeerTCPWinsock.
2017-12-15Remove "const" from PacketPeer get_packet/get_varFabio Alessandrelli
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.
2017-12-15Remove debug printf on WindowsRémi Verschelde
2017-12-14Fix type mismatch in OS::set_borderless_windowRémi Verschelde
Closes #14663.
2017-12-14Added indent_style to editorconfig, fixed inconsistent use of tabs and ↵Colin Kinloch
spaces in indentation.
2017-12-14-Add lightmapperJuan Linietsky
-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)
2017-12-11Use MinGW specific binutils for debug symbols separationbruvzg
2017-12-09Merge pull request #14434 from Smjert/fix/13447/vsyncRémi Verschelde
Fixes vsync setting ignored when using a separate thread for rendering
2017-12-09Windows export: Use WINE to run rcedit on non-Windows hostRémi Verschelde
WINE can be either run from a provided path ("export/windows/wine"), or looked up in the system PATH. Fixes #14441.
2017-12-09Merge pull request #14437 from vnen/rceditRémi Verschelde
Call rcedit on export for Windows desktop
2017-12-09Call rcedit on export for Windows desktopGeorge Marques
- 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.)
2017-12-09Fixes vsync setting ignored when using a separate thread for renderingStefano Bonicatti
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
2017-12-07Style: Apply new clang-format 5.0 style to all filesRémi Verschelde
2017-12-07Fix windows compilation when using MinGWMrCdK
2017-12-07Use run-time dynamic linking for AddDllDirectory and RemoveDllDirectory to ↵bruvzg
support mingw-w64 build and Windows 7 with KB2533623.
2017-12-06Remove guards for the now targeted Windows 7+Pedro J. Estébanez
2017-12-06Add build param for targeted Windows versionPedro J. Estébanez
2017-12-06Improve/fix multitouch on WindowsPedro J. Estébanez
- 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.
2017-12-05Improve slang, especially in user-visible partsUnknown
2017-12-01Properly take into consideration that VERTEX must be written to in opaque ↵Juan Linietsky
pre pass, does some speed up to scenes using triplanar.
2017-12-01Needed a broader search path flagBastiaan Olij
2017-11-30Changed the dynamic library open function to allow setting the path of the ↵Juan Linietsky
library to open extra libraries.
2017-11-29Merge pull request #13383 from Krakean/fix_whitescreenRémi Verschelde
Fixed fleeting window white screen on editor/game startup
2017-11-28disable caching for targets using helper functionsRhody Lugo
2017-11-29Fixed white screen on editor/game startup by moving window displaying to a ↵Dmitry Koteroff
bit later phase
2017-11-28use the same cache for all branches for appveyorRhody Lugo
2017-11-26Allow customizing user:// path (folder in OS::get_data_path())Rémi Verschelde
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.
2017-11-25Completed bc2e8d99e5ae0dbd69e712cc71da3033f5f30139 so that windows can be builtIndah Sylvia
2017-11-21Return and repair file loggingRuslan Mustakov
And make it configurable, too.
2017-11-20Rename the version's "revision" to "build"Rémi Verschelde
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.
2017-11-20Pass engine name and version parts as proper stringsRémi Verschelde
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.
2017-11-20Merge pull request #12988 from akien-mga/xdg-home-pathsRémi Verschelde
Add support for XDG Base Directory spec
2017-11-19Add initial support for the XDG Base Directory specRémi Verschelde
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.
2017-11-19Cleanup old references to GLES2 rendererRémi Verschelde
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.