Age | Commit message (Collapse) | Author |
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
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guilhermefelipecgs/fix_infinite_loop_on_splash_screen
Fix infinite loop on splash screen on tiling windows managers
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Custom hardware-accelerated mouse cursor
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Happy new year to the wonderful Godot community!
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Call needs to be routed via visual server to reach the proper thread.
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Closes #14663.
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-Fixes to unwrapper (remove degenerates), makes Thekla not crash
-Added optional cancel button in EditorProgress
-Added function to force processing of events (needed for cancel button)
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Should fix #14336
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Fix x11 boot logo position in fullscreen and in maximized
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Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
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Physics server plug
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Moved init_physics
Implemented physics 2D plug
Fix clang
Fix clang
Fix static check
Fix clang
Fix static check
Moved physics server initialization
Moved physics server settings initialization
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[ci skip]
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Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:
* pos -> position
* rot -> rotation
* loc -> location
C++ variables are left as is.
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Fix crash when no audio driver is available
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Fix enums bindings
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Add missed bindings for enums
Move some enums to class to have correct output of api.json
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-Added system for feature overrides, it's pretty cool :)
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Abstruct set_ime_position to OS class.
Update ime position for LineEdit and TextEdit.
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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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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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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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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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mode (#7162)
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Named this class in GodotCase, so it fits with the rest of the codebase.
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Some parts were forgotten in 547a577.
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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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