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2017-12-07Fix windows compilation when using MinGWMrCdK
2017-12-07Use run-time dynamic linking for AddDllDirectory and RemoveDllDirectory to ↵bruvzg
support mingw-w64 build and Windows 7 with KB2533623.
2017-12-06Remove guards for the now targeted Windows 7+Pedro J. Estébanez
2017-12-06Add build param for targeted Windows versionPedro J. Estébanez
2017-12-06Improve/fix multitouch on WindowsPedro J. Estébanez
- Fix logic error. - Track touches to enable defensive handling and releasing on focus out. - Change comment-out by preprocessor `#if`. - Track/report coordinates as float.
2017-12-05Improve slang, especially in user-visible partsUnknown
2017-12-01Properly take into consideration that VERTEX must be written to in opaque ↵Juan Linietsky
pre pass, does some speed up to scenes using triplanar.
2017-12-01Needed a broader search path flagBastiaan Olij
2017-11-30Changed the dynamic library open function to allow setting the path of the ↵Juan Linietsky
library to open extra libraries.
2017-11-29Merge pull request #13383 from Krakean/fix_whitescreenRémi Verschelde
Fixed fleeting window white screen on editor/game startup
2017-11-28disable caching for targets using helper functionsRhody Lugo
2017-11-29Fixed white screen on editor/game startup by moving window displaying to a ↵Dmitry Koteroff
bit later phase
2017-11-28use the same cache for all branches for appveyorRhody Lugo
2017-11-26Allow customizing user:// path (folder in OS::get_data_path())Rémi Verschelde
This allows to specify any valid folder name (including with subfolders) to use as user:// on all platforms. The folder is constrained to the platform-specific OS::get_data_path() (typically what `XDG_DATA_HOME` resolves to). Fixes #13236.
2017-11-25Completed bc2e8d99e5ae0dbd69e712cc71da3033f5f30139 so that windows can be builtIndah Sylvia
2017-11-21Return and repair file loggingRuslan Mustakov
And make it configurable, too.
2017-11-20Rename the version's "revision" to "build"Rémi Verschelde
That "revision" was inherited from SVN days but had been since then used to give information about the build: "custom_build", "official", "<some distro's build>". It can now be overridden with the BUILD_NAME environment variable.
2017-11-20Pass engine name and version parts as proper stringsRémi Verschelde
Removes the need for _MKSTR all over the place which has the drawback of converting _MKSTR(UNKNOWN_DEFINE) to "UKNOWN_DEFINE" instead of throwing a compilation error.
2017-11-20Merge pull request #12988 from akien-mga/xdg-home-pathsRémi Verschelde
Add support for XDG Base Directory spec
2017-11-19Add initial support for the XDG Base Directory specRémi Verschelde
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html (latest as of this commit). Three virtual methods are added to OS for the various XDG paths we will use: - OS::get_data_path gives XDG_DATA_HOME, or if missing: ~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_config_path gives XDG_CONFIG_HOME, or if missing: ~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_cache_path gives XDG_CACHE_HOME, or if missing: ~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows So for Windows there are no changes, for Linux we follow the full split spec and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot. Support for system-wide installation of templates on Unix was removed for now, as it's a bit hackish and I don't think anyone uses it. user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by default, but when using the application/config/use_shared_user_dir option it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame. For now everything still goes in EditorSettings::get_settings_dir(), but this will be changed in a later commit to make use of the new splitting where relevant. Part of #3513.
2017-11-19Cleanup old references to GLES2 rendererRémi Verschelde
There are still some left in the Android Java code, even stuff to swap between GLES1 and GLES2 support from early Godot days... would be good to see some cleanup there too one day. The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported. It can be readded when GLES 2.0 support comes back. Fixes #13004.
2017-11-17Rename OS::get_data_dir to OS::get_user_data_dirRémi Verschelde
Will be needed to avoid confusion with system data path (XDG_DATA_HOME) and editor data dir in upcoming refactoring.
2017-11-13Disable OpenGL warnings unless running with -v, closes #7171Juan Linietsky
2017-11-09Make video mode initialization more intuitive, fixes #12022Juan Linietsky
2017-11-03Merge pull request #12262 from AndreaCatania/pplugJuan Linietsky
Physics server plug
2017-11-04Implemented physics plugAndreaCatania
Moved init_physics Implemented physics 2D plug Fix clang Fix clang Fix static check Fix clang Fix static check Moved physics server initialization Moved physics server settings initialization
2017-11-02SCons: make use_lto a global option and opt-in for iphoneRémi Verschelde
Supersedes #12553, see discussion in #12552.
2017-10-29Disable logging until the logs location is sorted outRémi Verschelde
Temporary workaround for #12277.
2017-10-27detect.py: Fix KeyError if using MinGW and LTOmhilbrunner
2017-10-21Cleanup unnecessary debug printsRémi Verschelde
2017-10-14Fixed wrong Virtual-KeyCode(0x12) pair on Windows platform (#12073)Indah Sylvia
2017-10-13Drop unusued LEGACYGL_ENABLED checkRémi Verschelde
[ci skip]
2017-10-03OS::execute can now read from stderr too when executing with a pipeMarcelo Fernandez
2017-10-02Merge pull request #11568 from endragor/loggersAndreas Haas
Extract logging logic
2017-10-02Merge pull request #11575 from marcelofg55/move_path_to_trashPoommetee Ketson
FileSystemDock will now remove files/dirs to trashcan using OS::move_to_trash
2017-09-26Reduce gcc lto build time by telling the linker toFelix M. Cobos
use the number of jobs indicated by -j
2017-09-25FileSystemDock will now remove files/dirs to trashcan using OS::move_to_trashMarcelo Fernandez
2017-09-25Use BoolVariable in platform-specific options.Elliott Sales de Andrade
2017-09-25Use BoolVariable in target/component/advanced options.Elliott Sales de Andrade
2017-09-25Use EnumVariable for choice-based build options.Elliott Sales de Andrade
2017-09-25Extract logging logicRuslan Mustakov
Previously logging logic was scattered over OS class implementations with plenty of duplication. Major changes in this commit: - Extracted logging logic into a separate Logger hierarchy. It allows easy configuration of logging mechanism depending on compile-time or run-time configuration. - Implemented RotatedFileLogger which is usually used with StdLogger, providing persistency of logs. It is often important to be able to obtain logs of the game even in production to be able to understand what happened prior to some problem. On mobile there previously was no way to obtain the logs aside from having the device connected to your machine. - flush() is not performed in release mode for every logged line. It is only performed for errors.
2017-09-23Fix gcc ltoHein-Pieter van Braam
This repairs LTO on X11 and adds it to MingW targets. The difference in linktime is substantial, but runtime performance is quite a bit better.
2017-09-21Merge pull request #11243 from hpvb/add-debug-info-on-releaseRémi Verschelde
Create separate debug info files by default
2017-09-20Rename pos to position in user facing methods and variablesletheed
Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
2017-09-18Prevent running the crash_handler when a debugger is present on windowsMarcelo Fernandez
2017-09-17Merge pull request #11252 from marcelofg55/fix_noaudio_crashRémi Verschelde
Fix crash when no audio driver is available
2017-09-16Create separate debug info files by defaultHein-Pieter van Braam
Now that we have a built-in stacktrace on a segfault it would be useful to have debug information on debug_release builds so that bugreports can include this information. Without this debug info we will still get function names in the backtrace but not file location. This commit will by default build all targets with minimal debug info and then strip the information into separate files. On MacOS this is a .dSYM file, on Linux/MingW this is a .debug file. MacOSX will automatically load a dSYM file if it exists in its debugger. On Linux/MingW we create a 'gnu debuglink' meaning that gdb and friends will automatically find the debug symbols if they exist. Existing workflow for developers does not change at all, except that we now create two instead of one build artifact by default. This commit also adds a 'debug_symbols' option to X11, MacOS, and MingW targets. The default is 'yes' which corresponds to -g1. The alternatives are 'no' (don't generate debug infos at all) or 'full' which runs with -g2. A target=debug build will now build with -g3.
2017-09-15Merge pull request #11230 from maxim-sheronov/fix_enum_bindingsThomas Herzog
Fix enums bindings
2017-09-13Fix crash when no audio driver is availableMarcelo Fernandez
2017-09-13Buildsystem: Windows cross-compilation on Linux defaults to 64-bitRémi Verschelde