Age | Commit message (Collapse) | Author |
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- X11 update input->pos on EnterNotify
- X11 & Win call first-time events processing before main initialization
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Input: Remove usage of platform dependent event IDs.
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All the warnings are factored out of the platform-specific files and moved to
SConstruct. Will have to check that it does not introduce regressions on some
platforms/compilers.
(cherry picked from commit 31107daa1a41fe9ab3c7c1868479e78e16848333)
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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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From https://github.com/lucasdemarchi/codespell
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On KDE (and possibly others) the "default" cursor theme is actually some system default, not the one you've set in the desktop setting.
This was especially annoying when using a white cursor, as Godot would then reset back to a dark one.
In my case it was also keeping the cursor from changing its shape.
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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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The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
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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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There was an error about undeclared malloc()+free().
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Better handling of joypad device IDs.
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Now InputDefault is responsible for giving out joypad device IDs to the platform, instead of each platform handling this itself.
This makes it possible for c++ modules to add their own "custom" gamepad devices, without the risk of messing up events in case the user also has regular gamepads attached (using the OS code).
For now, it's implemented for the main desktop platforms.
Possible targets for future work: android, uwp, javascript
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X11 return to cwd at exit
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Redone the commit based on the input in
https://github.com/godotengine/godot/pull/7851 . Not all warnings were
fixed but it's a start.
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During runtime godot calls chdir() several times. This doesn't really
matter normally but when using tools such as gprof the location of the
profiling data is kind of hard to intuit.
With this PR we simply store the current working directory at start and
restore it once we're almost done exiting.
This doesn't use the OS abstractions as when we need to get the current
workdir we haven't yet initialized it (by necessity). This would break
if we tried to build X11 for windows, but since the X11 target is
hardcoded to use the UNIX abstractions I don't think it matters.
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The audio driver cleanup needs to happen at the start of finish
otherwise a race still seems to exist with the destruction of the
audioserver. I think that destroying the X resoures before has something
to do with it.
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The audiodrivers loaded by OS_X11 are not destroyed before the
audioserver is. This causes a segfault on exit.
The code is taken from os_windows.cpp which did have the cleanup code.
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x11: don't wait for window to be mapped
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Fix issues with set_window_resizable on x11
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Use -Ofast on x11. Also introduced use_lto option.
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debug_release doesn't turn off optimizations for release target now. Ensure that sanitizer options apply to both C and C++ files.
Built-in optimization/debug flags are prepended such that user-specified flags can override them.
Based on and around the discussion in PR #5194.
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mode (#7162)
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They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
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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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Fixes #7373.
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renamed to PoolVector
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Also make Haiku load the glad header for GLES3 too,
though I haven't test it.
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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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This reverts commit 8d3efe2b7de494c0971d4b7f7af6ed0dc2f4613c.
It introduced crashes for some users when trying to capture
the XConfigureNotify event.
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X11: Fix maximized boot splash
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This was the behaviour when building Godot 2.1, which allows to build against
Ubuntu 12.04 and its freetype that links old libpng12, while still bundling
libpng16.
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This reverts commits 5fa1bb331ad9be31dbfc752c7d19ccf7caeb8fa
and ec4be71fade1ee5c6171e323d09197f3bf528499.
Looks like Debian/Ubuntu are not even shipping libpng16 nowadays in their
stable releases, we'll have to go back to statically linking our own
libpng16 to wait for them to stop being 5 years behind everybody.
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This bit us for 2.1.1 binaries built on Ubuntu 12.04 LTS where
libpng.pc apparently prioritizes libpng12.
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