Age | Commit message (Collapse) | Author |
|
|
|
Fixes vsync setting ignored when using a separate thread for rendering
|
|
WINE can be either run from a provided path ("export/windows/wine"),
or looked up in the system PATH.
Fixes #14441.
|
|
Call rcedit on export for Windows desktop
|
|
- Add an editor setting to read the rcedit path.
- Add settings to the export preset with icon and other exe information
(version, name, copyright, etc.)
|
|
Setting the vsync in the main thread, after the rendering thread starts
and takes the OpenGL context fails, so we need to do that before.
Also, for some reason, the main thread cannot make current the context
anymore.
Fixes #13447
|
|
|
|
|
|
support mingw-w64 build and Windows 7 with KB2533623.
|
|
|
|
|
|
- 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.
|
|
|
|
pre pass, does some speed up to scenes using triplanar.
|
|
|
|
library to open extra libraries.
|
|
Fixed fleeting window white screen on editor/game startup
|
|
|
|
bit later phase
|
|
|
|
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.
|
|
|
|
And make it configurable, too.
|
|
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.
|
|
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.
|
|
Add support for XDG Base Directory spec
|
|
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.
|
|
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.
|
|
Will be needed to avoid confusion with system data path (XDG_DATA_HOME)
and editor data dir in upcoming refactoring.
|
|
|
|
|
|
Physics server plug
|
|
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
|
|
Supersedes #12553, see discussion in #12552.
|
|
Temporary workaround for #12277.
|
|
|
|
|
|
|
|
[ci skip]
|
|
|
|
Extract logging logic
|
|
FileSystemDock will now remove files/dirs to trashcan using OS::move_to_trash
|
|
use the number of jobs indicated by -j
|
|
|
|
|
|
|
|
|
|
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.
|
|
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.
|
|
Create separate debug info files by default
|