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2019-01-25Merge pull request #25302 from eska014/html5-startupfsRémi Verschelde
Allow requesting full screen during start-up in HTML5 platform
2019-01-23Fix ALT+F4 being ignored with MOUSE_MODE_CAPTURED on WindowsMarcelo Fernandez
2019-01-23Allow requesting full screen during start-up in HTML5 platformLeon Krause
2019-01-23Fix GDI objects leak when setting custom cursorMarcin Zawiejski
Fixes #19906
2019-01-22Set WINVER and _WIN32_WINNT values in VS projectMarcin Zawiejski
While looking into a different issue, I've noticed that Visual Studio Intellisense does not work well for Godot project when using Windows Vista+ APIs (e.g. CreateThreadpool), i.e. it does not recognise the APIs because they are defined in Windows header files for Vista+ only. This is because the WINVER and _WIN32_WINNT symbols don't have their values set in the generated Godot project file. This fixes the problem by setting the values when generating the project file.
2019-01-22Raised executable priority on windows to avoid stuter, helps #25162Juan Linietsky
2019-01-22Avoid cyclic iteration check, fixes #24969Juan Linietsky
2019-01-22Merge pull request #25178 from marxin/sanitizr-optionsRémi Verschelde
Rename sanitizer option names.
2019-01-21Add function to obtain filesystem type from DirAccess.Juan Linietsky
Change EditorFileSystem to not use directory modification times on FAT32, fixes #20946
2019-01-21ExportDialog: Make error messages translatableRémi Verschelde
Also fix missing newlines that caused #24202.
2019-01-21Rename sanitizer option names.marxin
Make the sanitizer names more explicit (use_ubsan, use_asan, use_lsan). Comment has been adjusted to include GCC as supported compiler for these and exclude -fno-omit-frame-pointer option (should not cause any problems).
2019-01-20Deal with Google's HTML5 autoplay policyLeon Krause
Resume audio context after mouse, touch or key input.
2019-01-20Merge pull request #25135 from CakHuri/fix-capabilitesRémi Verschelde
Fixed a typo in 'uwp_device_capabilites'
2019-01-20Merge pull request #25150 from eska014/html5-warningRémi Verschelde
Fix HTML5 build warning
2019-01-20Refactor OS_JavaScript headerLeon Krause
2019-01-20Fix HTML5 gamepad logic for Emscripten 1.38.22 compat breakageLeon Krause
2019-01-19Fixed a typo in 'uwp_device_capabilites'M. Huri
2019-01-16Android: Enable arm64-v8a export by defaultRémi Verschelde
From August 1, 2019, Google Play requires that all new apps and app updates include 64-bit versions, so we enable ARM64 by default. IINM support for x86 and x86_64 is still be optional, so not enabling them out of the box. Part of #25030.
2019-01-16SCons: Drop unused MPC_FIXED_POINT defineRémi Verschelde
2019-01-16Android: Add support for x86_64 architectureRémi Verschelde
Like arm64v8, this is only supported by API 21 and later, so we enforce 21 as min API for x86_64. Part of #25030.
2019-01-15Fix Android keep screen on working properlyvolzhs
2019-01-11Merge pull request #24913 from volzhs/export-ios-templateRémi Verschelde
Make export valid when setting custom packages for iOS
2019-01-12Make export valid when setting custom packages for iOSvolzhs
even no templates installed. all others export work as this already.
2019-01-11[macOS] Fix missing mouse move event speed.bruvzg
2019-01-09Don't use -ffast-math or other unsafe math optimizationsHein-Pieter van Braam
Godot supports many different compilers and for production releases we have to support 3 currently: GCC8, Clang6, and MSVC2017. These compilers all do slightly different things with -ffast-math and it is causing issues now. See #24841, #24540, #10758, #10070. And probably other complaints about physics differences between release and release_debug builds. I've done some performance comparisons on Linux x86_64. All tests are ran 20 times. Bunnymark: (higher is better) (bunnies) min max stdev average fast-math 7332 7597 71 7432 this pr 7379 7779 108 7621 (102%) FPBench (gdscript port http://fpbench.org/) (lower is better) (ms) fast-math 15441 16127 192 15764 this pr 15671 16855 326 16001 (99%) Float_add (adding floats in a tight loop) (lower is better) (sec) fast-math 5.49 5.78 0.07 5.65 this pr 5.65 5.90 0.06 5.76 (98%) Float_div (dividing floats in a tight loop) (lower is better) (sec) fast-math 11.70 12.36 0.18 11.99 this pr 11.92 12.32 0.12 12.12 (99%) Float_mul (multiplying floats in a tight loop) (lower is better) (sec) fast-math 11.72 12.17 0.12 11.93 this pr 12.01 12.62 0.17 12.26 (97%) I have also looked at FPS numbers for tps-demo, 3d platformer, 2d platformer, and sponza and could not find any measurable difference. I believe that given the issues and oft-reported (physics) glitches on release builds I believe that the couple of percent of tight-loop floating point performance regression is well worth it. This fixes #24540 and fixes #24841
2019-01-04Merge pull request #24592 from volzhs/android-etcRémi Verschelde
Make possible to use ETC texture format with GLES3 on Android
2019-01-03Merge pull request #24477 from lupoDharkael/nouveauHein-Pieter van Braam
Don't enable DRI_PRIME if nouveau is loaded
2019-01-03Implements OS_JavaScript::set_custom_mouse_cursorGuilherme Felipe
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2019-01-01Fix missing/malformed license headersRémi Verschelde
2018-12-30Merge pull request #24482 from organicpencil/mouse_capture_fixRémi Verschelde
Fix missed captured mouse events on x11
2018-12-30Merge pull request #24545 from akien-mga/osxcross-monoRémi Verschelde
SCons: Allow building Mono module with OSXCross
2018-12-27SCons: Drop ios_sim option forcing x86, simulator needs x86_64Rémi Verschelde
2018-12-26Make possible to use ETC texture format with GLES3 on Androidvolzhs
Currently, textures are not exported if use ETC on project settings and export project with GLES3. GLES3 should be able to use ETC format also.
2018-12-22SCons: Allow building Mono module with OSXCrossRémi Verschelde
Improve the test logic to only assume that we're building for macOS if OSXCROSS_ROOT is defined *and* we requested p=osx. Supersedes #24480.
2018-12-21Fix missed captured mouse events on x11Lee Pugh
2018-12-20Android: Better identify thirdparty C/C++ codeRémi Verschelde
- The `cpu-features.{c,h}` code was only used by chance by the webm (libvpx) code, so I moved it there. It was actually introduced before that and wasn't in use, and libvpx just happened to be able to compile thanks to it being bundled. It could potentially be compiled on the fly from the Android NDK, but since we plan to replace the webm module by a GDNative plugin in the near future, I went the bundling route. - `ifaddrs_android.h` is already provided in the Android NDK as `ifaddrs.h`, same as on other Unixes. Yet we cannot use it until we up the min API level to 24, where `getifaddrs` is first defined. I moved the files to `thirdparty/misc` and synced them with upstream WebRTC (only indentation changes and removal of `static` qualifiers). Also removes dropped thirdparty files from COPYRIGHT.txt after changes in #24105 and #24145.
2018-12-20Don't enable DRI_PRIME if nouveau is loadedlupoDharkael
2018-12-20Merge pull request #24500 from akien-mga/drop-global_defaultsRémi Verschelde
Core: Drop unused global_defaults logic
2018-12-20Merge pull request #24485 from volzhs/system-time-msRémi Verschelde
Added OS.get_system_time_msecs()
2018-12-20Core: Drop unused global_defaults logicRémi Verschelde
It used to be used for Android and iOS to specify platform-specific project settings overrides, but we now have feature tags for that.
2018-12-20Added OS.get_system_time_msecs()volzhs
2018-12-19Add option to add debug keystore in Android exportGeorge Marques
2018-12-18Fix lint error/warning while building android templatevolzhs
2018-12-16Merge pull request #24385 from hpvb/reduce-string-coewRémi Verschelde
Reduce String CoW
2018-12-16Reduce String CoWHein-Pieter van Braam
By introducing an intermediate proxy class for the array subscript operator for String and CharString we can control better when CowData will actually CoW. This should improve performance of String usage for most cases.
2018-12-16Merge pull request #19501 from Zylann/custom_loadersRémi Verschelde
Added basic support for custom resource savers and loaders
2018-12-15switch middle and secondary mouse buttons orderMikko Mustonen
2018-12-15Added basic support for custom resource savers and loadersMarc Gilleron
2018-12-14Use XInput2 RawMotion to generate MouseMotion eventsCosmic Chip Socket
The current system for capturing the mouse and generating motion events on X11 has issues with inaccurate and lopsided input. This is because both XQueryPointer and XWarpPointer work in terms of integer coordinates when the underlying X11 input driver may be tracking the mouse using subpixel coordinates. When warping the pointer, the fractional part of the pointer position is discarded. To work around this issue, the fix uses raw motion events from XInput 2. These events report relative motion and are not affected by pointer warping. Additionally, this means Godot is able to detect motion at a higher resolution under X11. Because this is raw mouse input, it is not affected by the user's pointer speed and acceleration settings. This is the same system as SDL2 uses for its relative motion. Multitouch input on X requires XInput 2.2. Raw motion events require XInput 2.0. Since 2.0 is old enough, this is now the minimum requirement to use Godot on X.