Age | Commit message (Collapse) | Author |
|
|
|
|
|
Experimental support for windows with per-pixel transparency.
|
|
Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*)
The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers.
Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse.
*: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest.
On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction.
Plus: Improve/fix tracking of current mouse position.
** Summary of changes to settings: **
- `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse`
- New setting: `input/pointing_devices/emulate_mouse_from_touch`
|
|
[Linux] Ensures that the custom cursor will be used when changing to
MOUSE_MODE_VISIBLE. Fix #3086
[Windows] Fix cursor flickering when MOUSE_MODE_HIDDEN.
[Mac] Fix possible cursor flicker when MOUSE_MODE_HIDDEN.
|
|
Added new audio device functions to set/get the audio device
|
|
Windows).
|
|
|
|
|
|
Enable GLES2 on Windows.
|
|
|
|
(`--video-driver`).
|
|
This commit adds a new rendering backend, GLES2, and adds a
project setting to enable it.
Currently this backend can only be used on the X11 platform,
but integrating into other platforms is planned.
|
|
|
|
|
|
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
|
|
Iskustvo/improved_error_detectioin_in_move-to-trash_for_Linux
[X11] Improving error detection in move_to_trash
|
|
PEP3101 applied with changing old type string formatting as new ones
|
|
|
|
|
|
We were already linking libstdc++ statically for official binaries,
protecting us against most portability issues. But apparently since
we started using GCC 7 for official builds, we also need to link
libgcc statically for at least 32-bit builds to be portable.
Fixes #16409.
|
|
|
|
Add new window setting: always on top
|
|
Implement more methods for OS on Desktop platforms
|
|
Using builtin_mbedtls=yes is still the default as many distributions
do not ship with mbedtls included.
|
|
|
|
|
|
|
|
|
|
The target of the TARGETS type should be XA_ATOM and not XA_TARGETS when
requested. Since we are sending a number of ATOMS the size should be set
to the integer size and not the char size.
The size field of the atoms is also the number of atoms and not the size
of the array. This caused some clients to wrongly interpret the data and
read garbage in the X11 packet.
I also add the more modern representation for UTF-8 and clarify the
error message if a client attempts to request a type we don't know
about.
This fixes #10431
|
|
This adds a separate_debug_symbols option to the x11, windows, and osx
targets. This will default to adding normal debugging symbols to the
artifacts and only splits them when separate_debug_symbols=yes on the
Scons command line.
|
|
Looks like we are using cutting edge methods which are not even
if the current stable 2.87.
|
|
|
|
|
|
Implemented for Windows and Linux.
|
|
Also made LINK and CXXFLAGS configurable as command line options.
Note that LINK currently expects the *compiler* that will be used
for linking and will call its configured linker behind the scenes
(so g++, clang++, etc., not ld.gold). See #15364 for details.
|
|
|
|
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.
|
|
|
|
guilhermefelipecgs/fix_infinite_loop_on_splash_screen
Fix infinite loop on splash screen on tiling windows managers
|
|
Custom hardware-accelerated mouse cursor
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
-Disabled Opus, implementation is wrong.
|
|
Fixes #14336
|
|
|
|
|
|
Call needs to be routed via visual server to reach the proper thread.
|
|
Some users were confused by the '.debug' suffix for the symbols.
|
|
Updated Linux template extensions to match architecture.
|