Age | Commit message (Collapse) | Author |
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`window_set_mouse_passthrough` to `Window`.
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[Export] Add one-click deploy over SSH for the desktop exports.
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Improve documentation for `OS.read_string_from_stdin()`
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This makes it clearer that calls to this method are blocking.
The unused method parameter was also removed.
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* All core types masks are now correctly marked as bitfields.
* The enum hacks in MouseButtonMask and many other types are gone. This ensures that binders to other languages non C++ can actually implement type safe bitmasks.
* Most bitmask operations replaced by functions in BitField<>
* Key is still a problem because its enum and mask at the same time. While it kind of works in C++, this most likely can't be implemented safely in other languages and will have to be changed at some point. Mostly left as-is.
* Documentation and API dump updated to reflect bitfields in core types.
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screen detection.
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
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Improve `window_set_current_screen` and fix secondary window initial mode and positions.
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Fix dark title bar on Windows 11
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and positions.
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Add one-click deploy over SSH for the desktop exports.
Add ZIP export option for Linux and Windows.
Change export plugin icons to SVG format.
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font family
I didn't have the first emoji font installed, which led an an exception when calling font_collection->GetFontFamily() no the new rows.
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Rename all gdnative occurences to gdextension
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XDG support breaks when running Windows builds via WINE.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Non-exhaustive list of case-sensitive renames:
GDExtension -> GDNative
GDNATIVE -> GDEXTENSION
gdextension -> gdnative
ExtensionExtension ->Extension (for where there was GDNativeExtension)
EXTENSION_EXTENSION ->EXTENSION (for where there was GDNATIVE_EXTENSION)
gdnlib -> gdextension
gdn_interface -> gde_interface
gdni -> gde_interface
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Rename `window_get_real_size`, add position counterpart.
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`window_get_position_with_decorations`.
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Fix popup menus having incorrect scale when main window is in full-screen mode and multiple monitors with different DPI are used.
Prevent mouse move code from accessing deleted window data (and creating zombie records in the windows map).
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Follow-up to #69294 which enabled it automatically for `dev_build=yes`,
but this seems to cause some issues.
Those issues should likely be debugged but until then this can stay opt-in.
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Windows: Link MSVC dynamic debug CRT for debug builds
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Add support for font weight and stretch selection when using system fonts.
Add function to get system fallback font from a font name, style, text, and language code.
Implement system font support for Android.
Use system fonts as a last resort fallback.
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[MSVC] Use symbols from .pdb only, to avoid incorrect names in the backtrace when symbols are missing.
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[Windows] Optimize editor icon, use different icon for console executable.
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when symbols are missing.
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Fixes #31608.
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Regenerate Windows icon on export to ensure correct icon size order.
Add support for using PNG/WebP/SVG files as an icon for Windows exports.
Allow using WebP/SVG files as icon for macOS exports.
Add option to select generated icons interpolation, and set default interpolation to Lanczos.
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Set vsync on window creation when using GLES3
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Add vsync to Windows platform
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console wrapper on export.
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GLAD 1 creates unusable loaders for EGL, while the newly released GLAD 2
does not, so for consistency I thought that it would be a good idea to
uniform things beforehand. While it had some API changes some renames
were all that was needed and everything works like before, at least on
the Wayland branch.
I've kept the structure identical, although this new generator has quite
a few hefty features, such as a single header mode.
I've also added GLAD to `thirdparty/README.md`, but I haven't specified
that in the commit title because it's a very small "fix".
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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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