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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
2022-08-06Only 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
2022-07-04[macOS, Windows, X11] Add stylus inverted/eraser support toHansem Ro
InputEventMouseMotion event
2022-07-02Fix exit code of --help and --version, and test them in CIJan Haller
Corrects prior regression which caused ERROR output and exit code of 1.
2022-06-16Adding function key support from F17 to F35gregcsokas
OSX supports everything by default, Linux is also capable of supporting every function key, Windows as I know support only up to F24
2022-06-08Add readable export errors.bruvzg
2022-06-02Remove mouse events that closed the popup from queue, to fix pop-up reopening.bruvzg
2022-05-23Fix typos with codespellRémi Verschelde
Using codespell 2.2-dev from current git.
2022-05-20Add a new HashSet templatereduz
* Intended to replace RBSet in most cases. * Optimized for iteration speed
2022-05-17Merge pull request #61001 from derammo/derammo_popup_conditional_hideRémi Verschelde
2022-05-16Replace most uses of Map by HashMapreduz
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
2022-05-13popup deferred hide suppressed if reopenedderammo
popup no longer tries to close itself a second time popup no longer closes after having been reopened fixed bug in RenameDialog not calling base (by inspection) fixes #59181 fixes #60921 reverts #59287
2022-05-13Merge pull request #60894 from derammo/derammo_opengl3_windowsRémi Verschelde
2022-05-11opengl3 driver now works on windows including multi windowderammo
fixed and simplified gl_manager_windows swap buffers now called for all windows fixed missing pixel format setting in additional windows this makes them work in OpenGL contexts changed verbose error printing to write once this error message happens very frequently while opengl3 is not finished removed dead code no longer needed after changes fixed comments that were misinformation window messages during window creation now handled these were previously discarded messages now tunnel the required context changed failure to create opengl3 window on windows to be more fatal marked a problem with pen code conditional compilation of vulkan and opengl3 on windows fixed windows debug builds now show messages on debug console also rendering driver selection box now shows only compiled drivers marked some problematic code thanks to akien-mga for patiently rewriting my style mistakes
2022-05-10Try to convert OS::execute() output to Unicode on WindowsHaoyu Qiu
2022-05-10[Windows] Save and re-apply window icon when changing window style.bruvzg
2022-05-05Crash handler: Use `print_error` to include backtrace in logsRémi Verschelde
2022-05-04Fix export plugins after embedded PCK loading changes.bruvzg
2022-05-03Add OS::is_process_running function.mdavisprog
Adds the is_process_running function to the native OS class and exposes it to script. This is implemented on Windows and Unix platforms. A stub is provided for other platforms that do not support this function. Documentation is updated to reflect new API function.
2022-05-03Merge pull request #60714 from Calinou/typedef-remove-refRémi Verschelde
Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`
2022-05-03Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`Hugo Locurcio
These typedefs don't save much typing compared to the full `Ref<Resource>` and `Ref<RefCounted>`, yet they sometimes introduce confusion among new contributors.
2022-04-29Add GDNativeInterface::get_library_path to GDExtensionEmmanuel Leblond
2022-04-28Implement text-to-speech support on Android, iOS, HTML5, Linux, macOS and ↵bruvzg
Windows. Implement TextServer word break method.
2022-04-28[Windows Export] Improve error messages for missing rcedit and signtool.bruvzg
2022-04-20Improve embedded PCK loading and exporting.bruvzg
Windows export process: Limit size of executable with embedded PCK to 4 GB. Use "rcedit" before embedding PCK. Capture and process "rcedit" errors. Windows, Linux: Add support for PCK loading from executable "pck" section.