Age | Commit message (Collapse) | Author |
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Add an `OS.is_window_focused()` getter
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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.
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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.
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Extracted from #27189.
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InputEventMouseMotion event.
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Fixes #32486
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This allows other programs to find out the PID of a Godot instance just
by the X11 window ID.
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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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"modules/gdnative", "modules/gdscript" directories.
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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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Enhance game export
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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.
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It's the recommended way to set those, and is more portable
(automatically prepends -D for GCC/Clang and /D for MSVC).
We still use CPPFLAGS for some pre-processor flags which are not
defines.
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Replace ` + "/" + ` with `String::file_add()`
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Remove redundant code, possible NULL pointers and others
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The rationale for keeping those shared by default is that they're typical
dependencies found on any Linux system, and it saves compilation time and
binary size to link their dynamically.
But since official builds default to all-builtin, and Debian/Ubuntu still
don't have libpng16 (which we now require) readily available on all their
supported releases, it's simpler to bundle all the things.
This does not change the fact that those dependencies *can* be unbundled
on Linux, it's only the default option changing.
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PNG driver reworked to use libpng 1.6 simplified API
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Wrapped libpng usage in a pair of functions under PNGDriverCommon,
which convert between Godot Image and png data.
Switched to libpng 1.6 simplified API for ease of maintenance.
Implemented ImageLoaderPNG and ResourceSaverPNG in terms of
PNGDriverCommon functions.
Travis, switched to builtin libpng (thus builtin freetype and zlib also)
so we can build on Xenial.
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Fixes #29849, for real this time.
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Some compilers trigger a warning for it if we do not bother
checking the return value.
Fixes #29849.
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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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Small fixes to unrechable code, possibly overflows, using NULL pointers
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This updates our local copy to commit 5ec8339b6fc491e3f09a34a4516e82787f053fcc.
We need a recent master commit for some new features that we use in Godot
(see #25543 and #28909).
To avoid warnings generated by Bullet headers included in our own module,
we include those headers with -isystem on GCC and Clang.
Fixes #29503.
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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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Fix application window not listed in taskbar (X11)
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In x11, windows and osx crash handlers, check project settings exists
before looking up the crash handler message setting.
Avoids crashing the crash handler when handling a crash outside project
settings lifetime. Instead omitting the configurable message and
continuing with trace dump.
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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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