Age | Commit message (Collapse) | Author |
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The version we support is MinGW-w64: https://sourceforge.net/p/mingw-w64
The old original MinGW from which it was forked (https://sourceforge.net/projects/mingw),
is no longer maintained and useless for us.
Fixes #10396.
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Upstream bug report: https://sourceforge.net/p/mingw-w64/bugs/460/
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We need the efficient SRWLock methods which are not supported on Vista,
and loading them dynamically while providing fallbacks is not worth the
effort. Closes #10243.
Sorry Vista users... As you are running a supported which is no longer
supported by Microsoft (https://support.microsoft.com/en-us/help/13853/windows-lifecycle-fact-sheet),
we can only encourage you to upgrade to a more recent version if you can,
or switch to Linux, which should give your old hardware a new youth.
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Fixes #10244.
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Use const reference where favorable
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Makes all Godot API's Methods lower_case
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Fix double finalisation of audio drivers
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Closes #7695
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Fix Numpad Enter key on Windows (3.0)
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When looking up a symbol from a library, previously an error was
shown when the symbol did not exist. That caused confusion when the
lookup was completely optional.
This adds a new parameter to that method so that those errors can
be handled manually if needed.
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The &> construct seems to be Bash-specific.
Supersedes #9755.
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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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Tried to organize the configure(env) calls in sections, using the same order
for all platforms whenever possible.
Apart from cosmetic changes, the following issues were fixed:
- Android: cleanup linkage, remove GLESv1_CM and GLESv2
- iPhone: Remove obsolete "ios_gles22_override" option
- OSX:
* Fix bits detection (default to 64) and remove obsolete "force_64_bits" option
(closes #9449)
* Make "fat" bits argument explicit
- Server: sync with X11
- Windows: clean up old DirectX 9 stuff
- X11:
* Do not require system OpenSSL for building (closes #9443)
* Fix typo'ed use_leak_sanitizer option
* Fix .llvm suffix overriding custom extra_suffix
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This results in slightly more compact Godot Windows binaries.
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Make the naming consistent with other classes.
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Closes #8879
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this might cause bugs I haven't found yet..
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Working platforms platform: OSX, Windows.
Support for almost all ui elements, including project list.
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It seems to give nightmares to Windows users.
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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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-Disabled warnings on windows, need to properly set up warnings
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DLScript module
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This module was written by bojidar-bg and me, with the help of ClikCode and touilleMan.
This adds a module to Godot that enables the use of dynamic libraries as a source for scripts.
That also allows third party libraries to be linked to Godot more easily and without creating modules.
For a readme see https://github.com/GodotNativeTools/godot_headers/blob/master/README.md
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- X11 update input->pos on EnterNotify
- X11 & Win call first-time events processing before main initialization
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Input: Remove usage of platform dependent event IDs.
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All the warnings are factored out of the platform-specific files and moved to
SConstruct. Will have to check that it does not introduce regressions on some
platforms/compilers.
(cherry picked from commit 31107daa1a41fe9ab3c7c1868479e78e16848333)
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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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Update ENet to use Godot sockets.
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From https://github.com/lucasdemarchi/codespell
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- Add blocking mode option to PacketPeerUDP.
- put_packet returns ERR_UNAVAILABLE when operation would block.
- ENet module uses non-blocking UDP.
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