Age | Commit message (Collapse) | Author |
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DisplayServerWindows: Update `last_focused_window` when the focused subwindow is deleted
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Fortunately the location in the codebase was easy to find because there
was a FIXME comment.
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subwindow is deleted
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Extend special popup window handling to any non-popup child of a popup.
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Fix confined mouse mode not updating on resize
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Fixed a few godot engine 4 warnings on clang with Opengl and Windows …
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* Only two texture import modes for low/high quality now:
* S3TC/BPTC
* ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.
This solves the following problems:
* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
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- Unify keycode values (secondary label printed on a key), remove unused hardcoded Latin-1 codes.
- Unify IME behaviour, add inline composition string display on Windows and X11.
- Add key_label (localized label printed on a key) value to the key events, and allow mapping actions to the unshifted Unicode events.
- Add support for physical keyboard (Bluetooth or Sidecar) handling on iOS.
- Add support for media key handling on macOS.
Co-authored-by: Raul Santos <raulsntos@gmail.com>
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Fix Xbox Series controller detected as 2 devices
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Fix AltGR getting stuck on Windows right Alt-Tab
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Prevent opening Windows console files
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Fixes #28511.
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OS: Add `unset_environment`, better validate input
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And remove leftover duplicated message on Android.
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Instead of returning an undocumented boolean error code, we do the
validation checks that should ensure a successful result.
Based on:
- https://linux.die.net/man/3/setenv
- https://learn.microsoft.com/en-us/windows/win32/api/winbase/nf-winbase-setenvironmentvariable
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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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Fixes #20110.
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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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