Age | Commit message (Collapse) | Author |
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Optimization for Input::set_custom_mouse_cursor when used inside
_process function. (Avoids cursor blinking in low end devices)
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Enhance game export
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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.
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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.
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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.
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compiler that this is intended.
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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>
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Fixes #29846
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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.
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Add ability to limit maximum/minimum window size.
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CameraServer class
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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.
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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.
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Added hint for windows export options
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Remove "Editor" from Windows PE file description
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Closes #29569.
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improves per pixel transparency documentation.
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Fixes OS.execute; stderr was silenced; adds missing quote from exe args (windows)
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Add native window/taskbar icon support for Windows and macOS.
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Co-authored-by: Markus Törnqvist <mjt@nysv.org>
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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.
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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
```
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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).
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[Input] Release keys/actions pressed if window loses focus
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Windows applications typically expect CRLF line endings in clipboard
content.
This closes #28439.
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Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
Co-authored-by: Marcelo Fernandez <marcelofg55@gmail.com>
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SCons: Review uses of CCFLAGS, CXXFLAGS and CPPFLAGS
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-Process and drop input in step functions.
-Hide editor file dialog right after pressing ok
-Use actual editor file dialogs for project export.
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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.
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Fixes #28299
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Added new way to create add-ons
Removed old way to create add-ons
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Use SHGetKnownFolderPath instead of SHGetFolderPathW
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Ignore '/utf-8' flag on Visual Studio 2013
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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
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[Clean up] Removed unused/unnecessary methods.
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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
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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).
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Remove ContextGL
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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.
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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.
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updates, fixes #24618
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#21431
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