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2020-02-12Force vulkan driver until OpenGL is implementedJuan Linietsky
2020-02-11Vulkan: Move thirdparty code out of drivers, style fixesRémi Verschelde
- `vk_enum_string_helper.h` is a generated file taken from the SDK (Vulkan-ValidationLayers). - `vk_mem_alloc.h` is a library from GPUOpen: https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
2020-02-11More GIProbe work and fixesJuan Linietsky
2020-02-11glslang: Disable warnings and allow unbundlingRémi Verschelde
2020-02-11SCons: Streamline Vulkan buildsystem + fixupsRémi Verschelde
- Renamed option to `builtin_vulkan`, since that's the name of the library and if we were to add new components, we'd likely use that same option. - Merge `vulkan_loader/SCsub` in `vulkan/SCsub`. - Accordingly, don't use built-in Vulkan headers when not building against the built-in loader library. - Drop Vulkan registry which we don't appear to need currently. - Style and permission fixes.
2020-02-11Add runtime GLES2 / Vulkan context selection.bruvzg
2020-02-11Add static Vulkan loader.bruvzg
Initial Vulkan support for Windows. Initial Vulkan support for macOS.
2020-02-11Custom material support seems complete.Juan Linietsky
2020-02-11basic 2D engine is more or less working with Vulkan, including editor.Juan Linietsky
Still a lot to do
2020-02-11A lot of progress with canvas rendering, still far from working.Juan Linietsky
2020-02-11Texture refactorJuan Linietsky
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11Modify RenderingDevice to use RIDs, now that they are O(1)Juan Linietsky
2020-02-11Added support for push constantsJuan Linietsky
2020-02-11Initial work on Vulkan:Juan Linietsky
-Added VulkanContext -Added an X11 implementation -Added a rendering device abstraction -added a Vulkan rendering device abstraction -Engine does not work, only shows Godot logo (run it from bin/)
2020-02-10Merge pull request #35802 from bruvzg/linux_tablet_rangesRémi Verschelde
Fix pressure / tilt ranges on Linux.
2020-02-10adjusted linux cursors, added fallbacksMennoMax
2020-02-05Remove duplicate ERR_PRINT macro.Marcel Admiraal
2020-02-03Restores correct window position after fullscreen toggling off on LinuxYuri Roubinsky
2020-02-03Fix restoring window from fullscreen to normal on LinuxYuri Roubinsky
2020-01-31Fix pressure / tilt ranges on Linux.bruvzg
2020-01-23Merge pull request #35444 from RandomShaper/fix_link_bsdRémi Verschelde
Fix error with linkers other than GNU ld
2020-01-22Fix error with linkers other than GNU ldPedro J. Estébanez
2020-01-22Remove buggy check if key was already released for accumulated inputEric Rybicki
Fixes #27104
2020-01-16Merge pull request #35209 from RandomShaper/fix_pck_embed_linuxRémi Verschelde
Fix error exporting to X11 with embedded PCK
2020-01-16Fix error exporting to X11 with embedded PCKPedro J. Estébanez
Fixes #32513.
2020-01-13Image: Include S3TC compression via Squish in non-tools buildRémi Verschelde
We already build Squish in templates build for S3TC decompression, so we can as well expose the compression feature. Fixes #25640.
2020-01-10Fix warning in Linux crash handler on 32-bitRémi Verschelde
2020-01-06Merge pull request #33967 from Calinou/add-os-is-window-focusedRémi Verschelde
Add an `OS.is_window_focused()` getter
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-12-01iOS modular build and export implementation.bruvzg
2019-11-28Add an `OS.is_window_focused()` getterHugo Locurcio
This makes it possible to know whether the window is focused at a given time, without having to track the focus state manually using `NOTIFICATION_WM_FOCUS_IN` and `NOTIFICATION_WM_FOCUS_OUT`. This partially addresses #33928.
2019-11-12X11: Fix memory leak in handle_key_eventRémi Verschelde
Extracted from #27189.
2019-10-30[macOS, Windows, X11] Add graphic tablet pen pressure and tilt support to ↵bruvzg
InputEventMouseMotion event.
2019-10-12Fix X11 modifier keys.bruvzg
2019-10-03Properly revert cursor when using set_custom_mouse_cursor with nullPouleyKetchoupp
Fixes #32486
2019-09-22Changed some code found by Clang Tidy and Coverityqarmin
2019-09-11[X11] set PID as window attributethomas.herzog
This allows other programs to find out the PID of a Godot instance just by the X11 window ID.
2019-08-28Fix modifier keys causing key-code mismatch on Linux/X11.bruvzg
2019-08-12Remove redundant author doc commentsIAmActuallyCthulhu
2019-08-10OS_X11::set_window_maximized gives up after 0.5sCarl Drougge
Spinning forever is clearly worse, especially since this happens on at least FVWM even though the window actually is maximized.
2019-08-09Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "platform", ↵Robin Hübner
"modules/gdnative", "modules/gdscript" directories.
2019-08-07Added Thread Sanitizerqarmin
2019-07-30Turn `OS.set_min/max_window_size()` warnings into errorsHugo Locurcio
Since invalid values will cause the setting to be discarded, it makes more sense to display an error message instead of a warning message.
2019-07-24Fix crash caused by a9a0d0fb15cc5e028dbf8dab8b46d3dc197c4678Guilherme Felipe
2019-07-23Fix some code found by Coverity Scan and PVS Studioqarmin
2019-07-09Fix cursor blinking in integrated GPUsGuilherme Felipe
Optimization for Input::set_custom_mouse_cursor when used inside _process function. (Avoids cursor blinking in low end devices)
2019-07-07Fixes minor issues found by static analyzerqarmin
2019-07-05Merge pull request #24086 from RandomShaper/bundle-pck-to-executableRémi Verschelde
Enhance game export
2019-07-04Remove libwebsocket. No longer used, yay!Fabio Alessandrelli
2019-07-03Add embedded PCK option to PC platformsPedro J. Estébanez
The basic point is as in 2.1 (appending the PCK into the executable), but this implementation also patches a dedicated section in the ELF/PE executable so that it matches the appended data perfectly. The usage of integer types is simplified in existing code; namely, using plain `int` for small quantities.