Age | Commit message (Collapse) | Author |
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Spinning forever is clearly worse, especially since this happens on at
least FVWM even though the window actually is maximized.
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Since invalid values will cause the setting to be discarded,
it makes more sense to display an error message instead of a
warning message.
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Optimization for Input::set_custom_mouse_cursor when used inside
_process function. (Avoids cursor blinking in low end devices)
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Replace ` + "/" + ` with `String::file_add()`
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Add ability to limit maximum/minimum window size.
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This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
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Removes redundant "splash" setting, improves per pixel transparency documentation.
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restoration after exiting fullscreen.
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improves per pixel transparency documentation.
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Supersedes #27736.
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Fully initialised color var.
Clarified intent a little with comments/layout.
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Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
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Small fixes to static analyzer bugs
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Fix get_window_position / set_window_position on Linux
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Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
Co-authored-by: Marcelo Fernandez <marcelofg55@gmail.com>
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Added constructor and assignment operator for CharString
from const char* to simplify memory management when working with
utf8/ascii strings for APIs taking char*.
Reworked OS_X11::set_context to use CharString and avoid some manual
memory management.
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Small fixes, mostly duplicated code
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[Clean up] Removed unused/unnecessary methods.
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`set_window_position` to take window decorations into account.
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GLES2 is not designed to be a drop-in replacement for the GLES3 backend,
so the fallback mode has to be used knowingly. It *can* make sense for
simple projects which make sure to handle the differences between both
rendering backends, but most users should stick to one supported backend.
By making it opt-in, we can now use this parameter to define whether to
export ETC textures to Android and iOS when using GLES3 + Fallback.
When using GLES3 without Fallback on Android, set the proper min GLES
version in the AndroidManifest.
Also made the option boolean and renamed it for clarity and to avoid
conflict with the previous String option (which would always evaluate as
"true" otherwise).
Fixes #26569.
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Fixes #25826.
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
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-Fixed a bug where etc textures were imported broken
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Detect when primusrun/optirun is in use
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It seems that bumblebee doesn't like us creating multiple GL contexts
to avoid this we now detect whether we're running with this software
and don't do anything.
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This fixes #25852
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This allows most demos to run without any ubsan or asan errors. There
are still some things in thirdpart/ and some things in AudioServer that
needs a look but this fixes a lot of issues. This should help debug less
obvious issues, hopefully.
This fixes #25217 and fixes #25218
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We fork off twice once with and once without DIR_PRIME=1 set. We
then use the vendor string to determine what GPU to use.
We prefer (in order)
1) AMDGPU/AMDGPU-PRO/NVidia non-free driver
2) Intel driver
3) Nouveau
4) Software rendering
If a driver can't be detected it will default to DRI_PRIME=0
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Don't enable DRI_PRIME if nouveau is loaded
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Happy new year to the wonderful Godot community!
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The current system for capturing the mouse and generating motion events on X11
has issues with inaccurate and lopsided input. This is because both
XQueryPointer and XWarpPointer work in terms of integer coordinates when the
underlying X11 input driver may be tracking the mouse using subpixel
coordinates. When warping the pointer, the fractional part of the pointer
position is discarded.
To work around this issue, the fix uses raw motion events from XInput 2. These
events report relative motion and are not affected by pointer warping.
Additionally, this means Godot is able to detect motion at a higher resolution
under X11. Because this is raw mouse input, it is not affected by the user's
pointer speed and acceleration settings. This is the same system as SDL2 uses
for its relative motion.
Multitouch input on X requires XInput 2.2. Raw motion events require
XInput 2.0. Since 2.0 is old enough, this is now the minimum requirement to
use Godot on X.
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Added double clicking to all buttons on Linux and Javascript
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Unified button mask behavior across platforms
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[x11] Use "application/config/name" for WM_CLASS
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multiple screens
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This mirrors behavior on Windows and MacOSX where Godot tries to default
to a dGPU if it exists. This doesn't work for Nvidia optimus yet but
this can maybe be added later.
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