Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-09-16 | Merge pull request #65496 from MinusKube/popup-capture-mouse-bug | Rémi Verschelde | |
Fix MOUSE_MODE_CAPTURED not working correctly with popups | |||
2022-09-14 | Merge pull request #65133 from bruvzg/win_cursor | Rémi Verschelde | |
[Windows] Simplify cursor handling and add support for fully transparent cursors. | |||
2022-09-13 | Disable menus and functionality that are not relevant on the Android Editor port | Fredia Huya-Kouadio | |
2022-09-13 | Merge pull request #65509 from gotnospirit/master-os-get_datetime | Rémi Verschelde | |
get_datetime_* functions can return wrong values | |||
2022-09-13 | Merge pull request #65262 from bruvzg/win10_dm | Rémi Verschelde | |
Disable dark mode title bar on Windows 10. | |||
2022-09-12 | Fix 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. | |||
2022-09-10 | Fixes #65377: get_datetime_* functions can return wrong values | James | |
2022-09-08 | Merge pull request #44118 from Calinou/windows-enable-ansi-escape-codes | Yuri Sizov | |
Enable ANSI escape code processing on Windows 10 and later | |||
2022-09-08 | SCons: 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). | |||
2022-09-07 | Fix MOUSE_MODE_CAPTURED not working correctly with popups | MinusKube | |
2022-09-03 | Re-enable per-pixel transparency support on Linux, macOS, and Windows (for ↵ | bruvzg | |
Vulkan and OpenGL rendering drivers). | |||
2022-09-03 | Disable dark mode title bar on Windows 10. | bruvzg | |
2022-08-31 | Add 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. | |||
2022-08-29 | Rename 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". | |||
2022-08-27 | Merge pull request #64921 from bruvzg/win_arm | Rémi Verschelde | |
[Windows] Improve build environment detection, add support for Windows on ARM. | |||
2022-08-27 | Merge pull request #64507 from RandomShaper/remove_unused | Rémi 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 | |
2022-08-27 | Remove unused force_quit variable from many OS abstractions | Pedro J. Estébanez | |
2022-08-26 | [macOS export] Simplify code signing options, add support for rcodesign tool ↵ | bruvzg | |
for signing and notarization. | |||
2022-08-25 | Improve platform-specific READMEs to add useful links | Hugo Locurcio | |
This also adds READMEs for all platforms. | |||
2022-08-25 | Unify 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> | |||
2022-08-22 | Replace Array return types with TypedArray | kobewi | |
2022-08-14 | Refactor the export checking logic to improve separation of concerns | Fredia Huya-Kouadio | |
2022-08-10 | Enable ANSI escape code processing on Windows 10 and later | Hugo 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++). | |||
2022-08-06 | Only define `keep_screen_on` project setting once | RedMser | |
2022-08-05 | Implement `keep_screen_on` for Windows | RedMser | |
2022-07-31 | Visual Studio Natvis file works for Variant again | derammo | |
2022-07-30 | Merge pull request #63563 from aaronfranke/export-arch | Rémi Verschelde | |
2022-07-29 | Improve some export error messages. | bruvzg | |
2022-07-29 | Update export dialog to handle many architectures | Aaron Franke | |
2022-07-29 | Remove Signal connect binds | Juan 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() | |||
2022-07-27 | Merge pull request #62973 from bruvzg/sysfont_support | Rémi Verschelde | |
2022-07-26 | Split up editor export code into multiple files | Aaron Franke | |
2022-07-26 | Merge pull request #63096 from aaronfranke/exp-template-names | Rémi Verschelde | |
2022-07-26 | Implement support for loading system fonts on Linux, macOS / iOS and Windows. | bruvzg | |
2022-07-25 | Merge pull request #63459 from Kev/bigobj-for-msvc-release | Rémi Verschelde | |
2022-07-25 | Use bigobj for release MSVC builds | Kevin 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. | |||
2022-07-25 | Code quality: Fix header guards consistency | Rémi Verschelde | |
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards. | |||
2022-07-25 | Merge pull request #63219 from reduz/implement-vector4-projection | Rémi Verschelde | |
2022-07-24 | Fixes `OS.get_unique_id()` string not getting printed properly | MaxIsJoe | |
Fixes #61023 Changing it back to how it's done on the 3.x branch fixed the text not being written properly. | |||
2022-07-23 | Implement Vector4, Vector4i, Projection | reduz | |
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. | |||
2022-07-22 | Update export template names for Windows, Mac, and Linux | Aaron Franke | |
2022-07-19 | [Windows] Set fullscreen flags on window creation. | bruvzg | |
2022-07-13 | Merge pull request #62824 from MinusKube/haunted-editor-bug | Rémi Verschelde | |
Fix haunted editor bug causing weird issues with mouse behaviour | |||
2022-07-08 | Add static methods for creating Image and ImageTexture | kobewi | |
2022-07-07 | Move windows display server's 'outside' field to WindowData struct | MinusKube | |
2022-07-06 | Check if GL manager exist to prevent crash when using multithreaded renderer ↵ | bruvzg | |
with Vulkan. | |||
2022-07-04 | Merge pull request #62212 from hansemro/eraser-detect-4 | Rémi Verschelde | |
Add inversion/eraser-end property for tablet pens |