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2022-09-16Merge pull request #65496 from MinusKube/popup-capture-mouse-bugRémi Verschelde
Fix MOUSE_MODE_CAPTURED not working correctly with popups
2022-09-14Merge pull request #65133 from bruvzg/win_cursorRémi Verschelde
[Windows] Simplify cursor handling and add support for fully transparent cursors.
2022-09-13Disable menus and functionality that are not relevant on the Android Editor portFredia Huya-Kouadio
2022-09-13Merge pull request #65509 from gotnospirit/master-os-get_datetimeRémi Verschelde
get_datetime_* functions can return wrong values
2022-09-13Merge pull request #65262 from bruvzg/win10_dmRémi Verschelde
Disable dark mode title bar on Windows 10.
2022-09-12Fix multiwindow support in GLES3 for X11, Windows, and MacOS.clayjohn
Instead of updating all viewports, then blitting all viewports to the backbuffer, then swapping all buffers, we run through all viewports and render, blit, and swap backbuffer before going to the next viewport.
2022-09-10Fixes #65377: get_datetime_* functions can return wrong valuesJames
2022-09-08Merge pull request #44118 from Calinou/windows-enable-ansi-escape-codesYuri Sizov
Enable ANSI escape code processing on Windows 10 and later
2022-09-08SCons: Refactor LTO options with `lto=<none|thin|full>`Rémi Verschelde
Adds support for LTO on macOS and Android. We don't have much experience with LTO on these platforms so for now we keep it disabled by default even when `production=yes` is set. Similarly for iOS where we ship object files for the user to link in Xcode so LTO makes builds extremely slow to link. `production=yes` defaults to full LTO. ThinLTO is much faster for LLVM-based compilers but seems to produce bigger binaries (at least for the Web platform).
2022-09-07Fix MOUSE_MODE_CAPTURED not working correctly with popupsMinusKube
2022-09-03Re-enable per-pixel transparency support on Linux, macOS, and Windows (for ↵bruvzg
Vulkan and OpenGL rendering drivers).
2022-09-03Disable dark mode title bar on Windows 10.bruvzg
2022-08-31Add support for system dark mode and accent color detection (macOS and ↵bruvzg
Windows). Add support for dark mode title bar on Windows.
2022-08-31[Windows] Simplify cursor handling and add support for fully transparent ↵bruvzg
cursors.
2022-08-29Rename String `plus_file` to `path_join`Aaron Franke
2022-08-29[Web] Rename JavaScript platform to Web.Fabio Alessandrelli
Also rename export name from "HTML5" to "Web".
2022-08-27Merge pull request #64921 from bruvzg/win_armRémi Verschelde
[Windows] Improve build environment detection, add support for Windows on ARM.
2022-08-27Merge pull request #64507 from RandomShaper/remove_unusedRémi Verschelde
Remove unused `force_quit` variable from many OS abstractions
2022-08-27[Windows] Improve build environment detection, add support for Windows on ARM.bruvzg
2022-08-27Remove unused force_quit variable from many OS abstractionsPedro J. Estébanez
2022-08-26[macOS export] Simplify code signing options, add support for rcodesign tool ↵bruvzg
for signing and notarization.
2022-08-25Improve platform-specific READMEs to add useful linksHugo Locurcio
This also adds READMEs for all platforms.
2022-08-25Unify bits, arch, and android_arch into env["arch"]Aaron Franke
Fully removes the `bits` option and adapts the code that relied on it. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-08-22Replace Array return types with TypedArraykobewi
2022-08-14Refactor the export checking logic to improve separation of concernsFredia Huya-Kouadio
2022-08-10Enable ANSI escape code processing on Windows 10 and laterHugo Locurcio
This lets the engine and projects use the same color codes in the terminal on all platforms. This includes support for `print_rich()` (GDScript) and `print_line_rich()` (C++).
2022-08-06Only define `keep_screen_on` project setting onceRedMser
2022-08-05Implement `keep_screen_on` for WindowsRedMser
2022-07-31Visual Studio Natvis file works for Variant againderammo
2022-07-30Merge pull request #63563 from aaronfranke/export-archRémi Verschelde
2022-07-29Improve some export error messages.bruvzg
2022-07-29Update export dialog to handle many architecturesAaron Franke
2022-07-29Remove Signal connect bindsJuan Linietsky
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind(). Changed all uses of it to Callable.bind()
2022-07-27Merge pull request #62973 from bruvzg/sysfont_supportRémi Verschelde
2022-07-26Split up editor export code into multiple filesAaron Franke
2022-07-26Merge pull request #63096 from aaronfranke/exp-template-namesRémi Verschelde
2022-07-26Implement support for loading system fonts on Linux, macOS / iOS and Windows.bruvzg
2022-07-25Merge pull request #63459 from Kev/bigobj-for-msvc-releaseRémi Verschelde
2022-07-25Use bigobj for release MSVC buildsKevin Smith
Previously it was used only on debug builds, but recent additions to variant_call.cpp have made that unit too large even in release_debug. It was originally set to debug only because using it breaks mingw, so this only reinstates it for MSVC where it shouldn't have any drawbacks (famous last words). Test-Information: Builds for me with scons -j 40 platform=windows target=release_debug and my game then runs from it.
2022-07-25Code quality: Fix header guards consistencyRémi Verschelde
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
2022-07-25Merge pull request #63219 from reduz/implement-vector4-projectionRémi Verschelde
2022-07-24Fixes `OS.get_unique_id()` string not getting printed properlyMaxIsJoe
Fixes #61023 Changing it back to how it's done on the 3.x branch fixed the text not being written properly.
2022-07-23Implement Vector4, Vector4i, Projectionreduz
Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-22Update export template names for Windows, Mac, and LinuxAaron Franke
2022-07-19[Windows] Set fullscreen flags on window creation.bruvzg
2022-07-13Merge pull request #62824 from MinusKube/haunted-editor-bugRémi Verschelde
Fix haunted editor bug causing weird issues with mouse behaviour
2022-07-08Add static methods for creating Image and ImageTexturekobewi
2022-07-07Move windows display server's 'outside' field to WindowData structMinusKube
2022-07-06Check if GL manager exist to prevent crash when using multithreaded renderer ↵bruvzg
with Vulkan.
2022-07-04Merge pull request #62212 from hansemro/eraser-detect-4Rémi Verschelde
Add inversion/eraser-end property for tablet pens