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Iskustvo/improved_error_detectioin_in_move-to-trash_for_Linux
[X11] Improving error detection in move_to_trash
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PEP3101 applied with changing old type string formatting as new ones
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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.
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Add new window setting: always on top
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Implement more methods for OS on Desktop platforms
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Using builtin_mbedtls=yes is still the default as many distributions
do not ship with mbedtls included.
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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
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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.
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Looks like we are using cutting edge methods which are not even
if the current stable 2.87.
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Implemented for Windows and Linux.
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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.
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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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-Disabled Opus, implementation is wrong.
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Fixes #14336
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Call needs to be routed via visual server to reach the proper thread.
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Some users were confused by the '.debug' suffix for the symbols.
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Updated Linux template extensions to match architecture.
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Closes #14663.
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Also disable openmp build on Travis, breaks on Trusty's Clang.
Group deps more naturally.
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spaces in indentation.
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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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Plus several improvements in this area.
Sadly, grabbing has been disabled until a better solution is found.
Fixes #14427.
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Should fix #14336
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Setting the vsync in the main thread, after the rendering thread starts
and takes the OpenGL context fails, so we need to do that before.
Also, for some reason, the main thread cannot make current the context
anymore.
Fixes #13447
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Fix x11 boot logo position in fullscreen and in maximized
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Add support for XDG Base Directory spec
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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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