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2019-07-09Fix cursor blinking in integrated GPUsGuilherme Felipe
Optimization for Input::set_custom_mouse_cursor when used inside _process function. (Avoids cursor blinking in low end devices)
2019-07-05Merge pull request #24086 from RandomShaper/bundle-pck-to-executableRémi Verschelde
Enhance game export
2019-07-04Hide command prompt launched by OS.executehoontee
Currently, the console appears when running OS.execute in an exported project, but not in the editor. This change prevents it from appearing in either. Only affects console applications.
2019-07-03Add embedded PCK option to PC platformsPedro J. Estébanez
The basic point is as in 2.1 (appending the PCK into the executable), but this implementation also patches a dedicated section in the ELF/PE executable so that it matches the appended data perfectly. The usage of integer types is simplified in existing code; namely, using plain `int` for small quantities.
2019-07-03SCons: Use CPPDEFINES instead of CPPFLAGS for pre-processor definesRémi Verschelde
It's the recommended way to set those, and is more portable (automatically prepends -D for GCC/Clang and /D for MSVC). We still use CPPFLAGS for some pre-processor flags which are not defines.
2019-06-29Many fallthrough switch cases now have the FALLTHROUGH macro to tell the ↵hbina085
compiler that this is intended.
2019-06-20Add option to toggle console window on WindowsLuka Dornhecker
This is an editor setting and its value can also be toggled using an entry in the Editor toolbar. The console will still appear briefly when starting the project manager or editor, as it's still compiled as console application. Does not impact exported games, which will still run without console in release and with console in debug mode. A project setting or export option could be added to disable it in debug mode if there's demand for it, but that would greatly reduce the usefulness of debug builds if Windows users can no longer report error and crash messages. Fixes #17889. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2019-06-17Fix endless controller iterationGeorg Wacker
Fixes #29846
2019-06-17Add script to fix style issues and copyright headersRémi Verschelde
This is only meant to check the validity of the whole codebase every now and then, or to apply clang-format config changes when relevant.
2019-06-17Merge pull request #29752 from bruvzg/window_size_limitsRémi Verschelde
Add ability to limit maximum/minimum window size.
2019-06-16Merge pull request #10643 from BastiaanOlij/camera_serverRémi Verschelde
CameraServer class
2019-06-15Fix compilation warnings in JS and Windows buildsRémi Verschelde
Warnings raised by Emscripten 1.38.0 and MinGW64 5.0.4 / GCC 8.3.0. JS can now build with `werror=yes warnings=extra`. MinGW64 still has a few warnings to resolve with `warnings=extra`, and only one with `warnings=all`. Part of #29033 and #29801.
2019-06-15Adding a new Camera Server implementation to Godot.BastiaanOlij
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server. Other parts of Godot can interact with this to obtain images from the camera as textures. This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-15Add ability to limit maximum/minimum window size.bruvzg
2019-06-12Merge pull request #29711 from zaksnet/windows-export-improvemntsRémi Verschelde
Added hint for windows export options
2019-06-12Added hint for windows export optionsZak
2019-06-12Merge pull request #29679 from akien-mga/windows-res-descRémi Verschelde
Remove "Editor" from Windows PE file description
2019-06-11Remove "Editor" from Windows PE file descriptionRémi Verschelde
Closes #29569.
2019-06-04Removes redundant "display/window/per_pixel_transparency/splash" setting, ↵bruvzg
improves per pixel transparency documentation.
2019-05-28Merge pull request #26462 from SubSage/masterRémi Verschelde
Fixes OS.execute; stderr was silenced; adds missing quote from exe args (windows)
2019-05-27Merge pull request #29119 from bruvzg/native_icon_supportRémi Verschelde
Add native window/taskbar icon support for Windows and macOS.
2019-05-24Add native window/taskbar icon support for Windows and macOS.bruvzg
Co-authored-by: Markus Törnqvist <mjt@nysv.org>
2019-05-23Check project settings live before lookup in crash handlerIbrahn Sahir
In x11, windows and osx crash handlers, check project settings exists before looking up the crash handler message setting. Avoids crashing the crash handler when handling a crash outside project settings lifetime. Instead omitting the configurable message and continuing with trace dump.
2019-05-21added a const keyword for a methods that return constant literal...hbina085
2019-05-19Fix typos with codespellRémi Verschelde
Using codespell 1.15.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear doubleclick leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
2019-04-30SCons: Always use env.Prepend for CPPPATHRémi Verschelde
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).
2019-04-29Merge pull request #28061 from guilhermefelipecgs/fix_19137Rémi Verschelde
[Input] Release keys/actions pressed if window loses focus
2019-04-27Convert line endings to CRLF in `OS.set_clipboard()` on WindowsHugo Locurcio
Windows applications typically expect CRLF line endings in clipboard content. This closes #28439.
2019-04-27[Input] Release keys/actions pressed if window loses focusGuilherme Felipe
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com> Co-authored-by: Marcelo Fernandez <marcelofg55@gmail.com>
2019-04-25Merge pull request #28396 from akien-mga/scons-capture-the-flagsRémi Verschelde
SCons: Review uses of CCFLAGS, CXXFLAGS and CPPFLAGS
2019-04-24Fixes to make exporting more responsive.Juan Linietsky
-Process and drop input in step functions. -Hide editor file dialog right after pressing ok -Use actual editor file dialogs for project export.
2019-04-24SCons: Review uses of CCFLAGS, CXXFLAGS and CPPFLAGSRémi Verschelde
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.
2019-04-23Fixes build for Windows cross-compilationKenneth Lee
Fixes #28299
2019-04-07Android now (optionally) builds the template when exportingJuan Linietsky
Added new way to create add-ons Removed old way to create add-ons
2019-04-22Merge pull request #28166 from KLee1248/first_bugRémi Verschelde
Use SHGetKnownFolderPath instead of SHGetFolderPathW
2019-04-19Merge pull request #28051 from WindyDarian/no_utf8_for_vs2013Rémi Verschelde
Ignore '/utf-8' flag on Visual Studio 2013
2019-04-18Use SHGetKnownFolderPath instead of SHGetFolderPathW.KLee1248
When getting system directories for Windows, we currently use SHGetFolderPathW. This is a deprecated function and doesn't support "Downloads" folders. As a replacement, this commit uses the newer SHGetKnownFolderPath function, which is supported since Windows Vista. Godot 3.0 only supports Windows 7+, so we don't need to use SHGetFolderPathW for backwards compatibility. Fixes #26876
2019-04-15Add Input::get_current_cursor_shapeGuilherme Felipe
[Clean up] Removed unused/unnecessary methods.
2019-04-15Ignore '/utf-8' flag on vs2013Windy Darian
2019-04-10Force utf-8 source file encoding in MSVCWindy Darian
On Windows, when "Language for non-Unicode programs" were set to "Japanese (Japan)", MSVC would by default use Shift JIS (code page 932) to interpret source files, which would result in test_string failing to compile because of characters in `test_34()`. Forcing utf-8 for MSVC fixes the issue
2019-04-09Style: Apply new changes from clang-format 8.0Rémi Verschelde
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0, so contributors can keep using those versions for now (they will not undo those changes).
2019-04-07Merge pull request #27067 from shartte/remove-context-glRémi Verschelde
Remove ContextGL
2019-04-06Remove unused importsHendrikto
2019-04-06Remove ContextGL since as an abstraction it's unused.Sebastian Hartte
2019-03-12Fixed & improved Visual Studio custom debugger visualizationPouleyKetchoupp
2019-03-05Fixes stderr silence; adds missing quote from exe args(windows)Luis Martinez
https://github.com/godotengine/godot/blob/8d117b214f2bcd14015532fdfbed9b3f059da0e6/core/bind/core_bind.cpp#L452 This function calls the bottom function https://github.com/godotengine/godot/blob/8d117b214f2bcd14015532fdfbed9b3f059da0e6/drivers/unix/os_unix.cpp#L312 OS.execute doesn't send out a value to stderr, so stderr defaults to false, which will invoke this bottom line and always silence stderr. https://github.com/godotengine/godot/blob/8d117b214f2bcd14015532fdfbed9b3f059da0e6/drivers/unix/os_unix.cpp#L315 Some programs, such as FFmpeg, will print out to stderr with valuable and vital information. This fixes stderr always being silenced, user can now opt to have it be read as normal.
2019-03-05Disable driver fallback to GLES2 by defaultRémi Verschelde
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.
2019-03-03Add support for event accumlation (off by default, on for editor), fixes #26536Juan Linietsky
2019-03-03Implement a more coherent (and way less hack) way to block animation ↵Juan Linietsky
updates, fixes #24618
2019-03-03Ability to keep pumping messages while being debugged, may be a solution for ↵Juan Linietsky
#21431