Age | Commit message (Collapse) | Author |
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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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-works on windows
-may not work on X11, if so please fix
-OSX does not seem to support disabling vsync
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Now dropping also works with Nemo and PCManFM(gtk)
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x11: set _net_wm_name property
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x11: use different strings for WM_CLASS depending on context
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Fix #3149
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runtime
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