Age | Commit message (Collapse) | Author |
|
Fix Numpad Enter key on Windows (3.0)
|
|
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.
|
|
|
|
The &> construct seems to be Bash-specific.
Supersedes #9755.
|
|
-Added system for feature overrides, it's pretty cool :)
|
|
(Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
|
|
|
|
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
|
|
|
|
This results in slightly more compact Godot Windows binaries.
|
|
|
|
|
|
|
|
Make the naming consistent with other classes.
|
|
Closes #8879
|
|
|
|
this might cause bugs I haven't found yet..
|
|
|
|
Working platforms platform: OSX, Windows.
Support for almost all ui elements, including project list.
|
|
|
|
|
|
It seems to give nightmares to Windows users.
|
|
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
|
|
-Disabled warnings on windows, need to properly set up warnings
|
|
|
|
|
|
DLScript module
|
|
|
|
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
|
|
|
|
- X11 update input->pos on EnterNotify
- X11 & Win call first-time events processing before main initialization
|
|
Input: Remove usage of platform dependent event IDs.
|
|
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)
|
|
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...
|
|
Update ENet to use Godot sockets.
|
|
From https://github.com/lucasdemarchi/codespell
|
|
- Add blocking mode option to PacketPeerUDP.
- put_packet returns ERR_UNAVAILABLE when operation would block.
- ENet module uses non-blocking UDP.
|
|
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
|
|
|
|
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
|
|
Done:
- X11, server (tested)
- Windows (developed, would be nice to retest)
- OSX (not tested)
Prepared (not developed):
- Android (code is here, but may not compile)
- iphone
- winrt
- bb10
- haiku
- javascript
|
|
Better handling of joypad device IDs.
|
|
Now InputDefault is responsible for giving out joypad device IDs to the platform, instead of each platform handling this itself.
This makes it possible for c++ modules to add their own "custom" gamepad devices, without the risk of messing up events in case the user also has regular gamepads attached (using the OS code).
For now, it's implemented for the main desktop platforms.
Possible targets for future work: android, uwp, javascript
|
|
Replace misuse of list iteration
|
|
Windows: Close audiodriver sooner on exit
|
|
modified files)
-.pck and .zip exporting redone, seems to be working..
|
|
|
|
|
|
In #7839 I see the same error that was fixed in #7833 occuring on the
Windows platform. This moves the audio driver closing to the same place
in OS_Windows::finalize() as it is in OS_X11::finalize()
This fixes #7839
|
|
TCP/UDP listen bind to address and bugfixes
|