Age | Commit message (Collapse) | Author |
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Request detectable auto-repeat (Require XKB extension) to support
echo events and IME at the same time. Fixes #29, #7106 and #9381.
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Workaround for supporting input method frameworks like SCIM,
IBus, Fcitx, etc.
The locale is set when the application starts.
Workaround for input when the input context within the specified
input method is not available.
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-Restored resource previews!
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Make the naming consistent with other classes.
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Failing to get the cursor theme should not cause any issues since we're then using the default one anyway.
So I removed the warning and made it a verbose-only print instead, as people tend to mistake it for a real error..
(pretty much like `iCCP: known incorrect sRGB profile` :P)
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this might cause bugs I haven't found yet..
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Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
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- X11 update input->pos on EnterNotify
- X11 & Win call first-time events processing before main initialization
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The ID property for InputEvents is set by `SceneTree` when sending the event down the tree.
So there's no need for the platform specific code to set this value when it will later be overriden anyway...
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From https://github.com/lucasdemarchi/codespell
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On KDE (and possibly others) the "default" cursor theme is actually some system default, not the one you've set in the desktop setting.
This was especially annoying when using a white cursor, as Godot would then reset back to a dark one.
In my case it was also keeping the cursor from changing its shape.
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I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
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Done:
- X11, server (tested)
- Windows (developed, would be nice to retest)
- OSX (not tested)
Prepared (not developed):
- Android (code is here, but may not compile)
- iphone
- winrt
- bb10
- haiku
- javascript
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Redone the commit based on the input in
https://github.com/godotengine/godot/pull/7851 . Not all warnings were
fixed but it's a start.
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The audio driver cleanup needs to happen at the start of finish
otherwise a race still seems to exist with the destruction of the
audioserver. I think that destroying the X resoures before has something
to do with it.
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The audiodrivers loaded by OS_X11 are not destroyed before the
audioserver is. This causes a segfault on exit.
The code is taken from os_windows.cpp which did have the cleanup code.
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mode (#7162)
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They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
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Named this class in GodotCase, so it fits with the rest of the codebase.
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renamed to PoolVector
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Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
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That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
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This reverts commit 8d3efe2b7de494c0971d4b7f7af6ed0dc2f4613c.
It introduced crashes for some users when trying to capture
the XConfigureNotify event.
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When instructing the window manager to (un)maximize a window, the resulting resolution
is recieved via an XEvent of type "ConfigureNotify".
The problem here was that these events were only handled in the `OS_X11::process_xevents()` method,
which is initially called on the first iteration of the main loop.
Because of this, the VideoMode still hadn't been updated yet when doing the boot splash setup.
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-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
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The bug was that the release events for these also had the modifier state set, so the event comparison
failed.
Fixes #5901
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Code cleanup in platform/x11
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resize upwards and costing considerably CPU usage.
It has been changed so it won't resize the UI when modified.
This will make the code editor feel a lot smoother.
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Add additional/alternative WM_CLASS; only affects the game window, avoids redundancy and allows finer control in WMs (#5265)
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Order is "mem, val, count", not "mem, count, val"
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depends on XRandR.
Had to dynamically load `XRRGetMonitors` as Ubuntu 12.04 doesn't have it.
Also removed libudev from travis install list.
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