Age | Commit message (Collapse) | Author |
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Somehow I missed the failing CI report from trailing whitespace.
Fixed a couple typos found by codespell while at it, and misc
trailing semicolons in one of the files.
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Add console wrapper app to handle console i/o redirection on Windows.
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Fix mouseleave event after drag and drop in different windows
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- Removed empty paragraphs in XML.
- Consistently use bold style for "Example:", on a new line.
- Fix usage of `[code]` when hyperlinks could be used (`[member]`, `[constant]`).
- Fix invalid usage of backticks for inline code in BBCode.
- Fix some American/British English spelling inconsistencies.
- Other minor fixes spotted along the way, including typo fixes with codespell.
- Don't specify `@GlobalScope` for `enum` and `constant`.
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When dropping in a different window, it is necessary to start tracking
the WM_MOUSELEAVE event again.
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On Windows, the mouse was offset, when unfocused popups were used,
like the Editor menu.
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Fix build with Vulkan disabled and no Vulkan headers installed.
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Unify usage of GLOBAL/EDITOR_GET
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Make creating window do not flicker when specify custom position
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Fix differences between Windows and linuxbsd Display Server
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Fix that Windows receive WINDOW_EVENT_MOUSE_EXIT on startup.
When moving the mouse cursor from one window to a different one, make sure that the first window receives the WINDOW_EVENT_MOUSE_EXIT event before the second window receives the WINDOW_EVENT_MOUSE_ENTER event.
Send Mouse-Move events also for Windows, that are currently not focused.
For determining the currently hovered window, consider not just the currently focused window, but also other windows.
Send mouse move events to focused window instead of hovered window.
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Update the DisplayServer video driver error message to be more accurate and friendly
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to be more accurate and friendly
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unnecessary error messages.
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Fetch video adapter driver name and version from OS
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Cleanup unused defines in platform code
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This is relevant when building with `windows_subsystem=console`.
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SCons: Cleanup GCC warnings configuration
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Replace all TODO uses of `#warning` by proper TODO comments, and will open
matching bug reports to keep track of them.
We don't have a great track record fixing TODOs, but I'd wager we're even
worse for fixing these "TODO #warning" so we should prohibit this usage.
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[Windows] Fix LLVM MinGW build.
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Improve default `OS`'s CPU count getter
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Fix ScrollContainer touch-scrolling not working.
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- `LIBC_FILEIO_ENABLED` wasn't defined anywhere, even in _other platforms_.
- `NO_NETWORK` is also never defined. It probably isn't enough anyway to
disable network APIs in the current codebase.
- `UNIX_SOCKET_UNAVAILABLE` is never defined in this code but used by some
other platforms, clarify that.
- `NO_STATVFS` can be removed as Android supports it since API level 19,
which is our current min SDK level. It's also only used for
`DirAccessUnix::get_space_left()` which is anyway overridden by
`DirAccessJAndroid::get_space_left()` so it shouldn't make a difference.
* Fixed documentation for `DirAccess.get_space_left()`.
- `NO_FCNTL` is likely also a remnant of early Android days, in current NDK
r23 it seems to be available. Also cleaned up unused `fcntl.h` includes.
- `NO_ALLOCA` is never defined, and we use alloca in many places now.
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Part of #66537.
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Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
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[Windows] Fix WM_CHAR processing code using Unicode char instead of Virtual key.
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- `_DEBUG` is MSVC specific so it didn't make much sense to define for
Android and iOS builds.
- iOS was the only platform to define `DEBUG`. We don't use it anywhere
outside thirdparty code, which we usually don't intend to debug, so it
seems better to be consistent with other platforms.
- Consistently define `NDEBUG` to disable assert behavior in both `release`
and `release_debug` targets. This used to be set for `release` for all
platforms, and `release_debug` for Android and iOS only.
- Due to the above, I removed the only use we made of `assert()` in Godot
code, which was only implemented for Unix anyway, should have been
`DEV_ENABLED`, and is in PoolAllocator which we don't actually use.
- The denoise and recast modules keep defining `NDEBUG` even for the `debug`
target as we don't want OIDN and Embree asserting all over the place.
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Add missing initial window flags and window mode to the project settings.
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Fixup to #63288.
See #65583 for the bug report.
Co-authored-by: Cyberrebell <chainsaw75@web.de>
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