Age | Commit message (Collapse) | Author |
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Fix splash screen loading on Android
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iOS: Fix multiple issues with PVRTC import, disable ETC1
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[macOS] Fix mouse position in captured mode.
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Fixes: #28683, #28621, #28596 and maybe others
For iOS we enable pvrtc feature by default for all backends
Etc1 for iOS doesn't have any sense, so it disabled.
Fixed checks in export editor.
Fixed pvrtc encoding procedure.
Edit by Akien: Forward-ported from #38076, this may not make sense as is for
Godot 4.0, but it's important that we have the latest code in sync with 3.2
for when more rendering backends and proper iOS support are added back.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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[HTML5] Synchronous main, better persistence, handlers fixes, optional full screen.
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The engine now expects to emscripten FS to be setup and sync-ed before
main is called. This is exposed via `Module["initFS"]` which also allows
to setup multiple persistence paths (internal use only for now).
Additionally, FS syncing is done **once** for every loop if at least one
file in a persistent path was open for writing and closed, and if the FS
is not syncing already.
This should potentially fix issues reported by users where "autosave"
would not work on the web (never calling `syncfs` because of too many
writes).
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Crated helper class in native/utils.js.
Simplify code in OS/DisplayServer.
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Using codespell 1.17.1.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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All Linux distros, and FreeBSD and OpenBSD seem to have libXrandr.so.2,
but for some reason recent NetBSD versions seem to have libXrandr.so.3 now.
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Add __NetBSD__ to `platform_config.h` so that it can find `alloca`
and use the proper `pthread_setname_np` format.
Rename RANDOM_MAX to avoid conflict with NetBSD stdlib.
Fixes #42145.
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Change default encryption mode from ECB to CFB.
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Revert #41164, add subsystem build option.
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Proper implementation for get_window_at_screen_position:
Now getting the topmost last active window when overlapping.
Mouse drag & release events:
They are now propagated through the current focused window, in order to
make it consistent with the engine expectations and the Windows display
server implementation.
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Popup fixes for X11 display server
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godotengine/revert-40671-virtual-keyboard-height-fix
Revert "Fix virtual keyboard height regression"
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godotengine/revert-40484-android-virtual-keyboard-adjustment
Revert "Disable virtual keyboard focus adjustment on Android"
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On Windows, WINDOW_EVENT_FOCUS_IN was never sent by the display server
for popups, because WM_ACTIVATE events are received during the call to
_update_window_style, which happened before the callbacks were set.
This was causing some issues with the way Popup is now handling closing on
parent focus.
Now _update_window_style is only called during show_window, after Window
initialized callbacks.
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Now using override_redirect for menu & tooltip popups to prevent the WM from
interfering with them, so we have more control over focus management
and avoid a delay before they show up.
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From PR #38727 which was reverted in #41373 because of regressions in Ubuntu
with Gnome.
Co-authored-by: Lorenzo Cerqua <lorenzocerqua@tutanota.com>
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[iOS] [4.0] Export: Add a method to embed a framework
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By default 'add_ios_framework' would not embed a framework to save previous behavior.
New 'add_ios_embedded_framework' would embed framework on export.
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This reverts commit 4f7a49db53c6aaabeca70fe8901144af708fb6b2.
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Extracted the most minimal core initialization functionality from
`setup()` and `setup2()` so that `ClassDB` could be tested properly
(input, audio, rendering, physics etc, are excluded).
Display and rendering servers/singletons are not initialized at all.
Due to the fact that most subsystems are disabled, fixed various crashes in the
process (in order):
- `AcceptDialog` OK/cancel swap behavior (used `DisplayServer` while
`register_scene_types()`);
- `make_default_theme` which depends on `RenderingServer`;
- `XRServer` singleton access while calling `register_modules_types()`;
- hidden bug in a way joypads are cleaned up (MacOS and Linux only).
Removed manual `ClassDB` init/cleanup calls from `test_validate_testing.h`.
ClassDB tests:
Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
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[macOS] Fix "on top" incorrectly set on init and resetting on window update.
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Fix "on top" reseting on window update. (macOS).
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This code currently isn't compiled (and cannot compile).
We plan to re-add OpenGL ES-based renderer(s) in Godot 4.0 alongside Vulkan
(probably ES 3.0, possibly also a low-end ES 2.0), but the code will be quite
different so it's not relevant to keep this old Godot 3.2 code.
The `drivers/gles2` code from the `3.2` branch can be used as a reference for
a potential new implementation.
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