Age | Commit message (Collapse) | Author |
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Add `WARN_ON_UNDEFINED_SYMBOLS=0` for the main module (which defines
`godot_js_main` as extern coming from the "side" module, i.e. the main
Godot binary).
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This changes the types of a big number of variables.
General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
settled on keeping it unsigned, which is also closer to what one would expect
with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
pages, blocks, etc.
In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
core binds.
Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
big files on 32-bit Windows builds made with that toolchain. We might add a
workaround.
Fixes #44363.
Fixes godotengine/godot-proposals#400.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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jsdoc has no new release so I'm tracking this PR:
https://github.com/jsdoc/jsdoc/pull/1906
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(cherry picked from commit d1f023c35b8bed3fc839fdc5d587a839568aab44)
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Some Vulkan debugging prints were also changed to be printed only
in verbose mode.
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[HTML5] Fix target_fps when window loses focus.
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InputEventWithModifiers properties/methods
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We don't get updates when the window is unfocused/minimized, so we must
detect the situation where the counted ticks start drifting away
resulting in more frames drawn than needed.
This commit adds a check to ensure that the target ticks do not drift
away more than one second.
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See discussion in #43811, it was only implemented on iOS and even that
implementation was fairly limited. This would best be provided as plugins
for Android and iOS without cluttering the shared OS API.
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For consistency with the native one, and the documentation.
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Port changes to the "raycast" module build files from 3.x
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[iOS] Nonnegative start index for virtual keyboard range
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Library suffix should be `.a`, the `EXTRA_` in
`EXTRA_EXPORTED_RUNTIME_METHODS` is deprecated.
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Follow-up to #38736 (these uses were likely added after this PR was merged).
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Core: Drop custom `copymem`/`zeromem` defines
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Android: Upgrade buildTools from 30.0.1 to 30.0.3
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We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
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[HTML5] Export as Progressive Web App
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Adds possibility to export as a progressive web app.
Allows customizing base icons, display mode, orientation and offline
page.
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Linux: Remove use_static_cpp override on x86_32
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Generates a key/cert snakeoil pair or use a custom SSL cert/key.
This is of course false security, and potentially detrimental for it.
But, so long, those are the requirements browser vendors agreed on to
use things like the Gamepad API, and more advanced topics like wasm
threads.
You don't need this if you run on localhost (at least!), but you do
need this (or a much safer nginx proxy) to try those things on your
local network (e.g. when debugging a phone, networking, etc).
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We used to only generate the favicon if it was specified in the user
project settings, now it's optional, will export it to `NAME.icon.png`,
(falling back to the default project icon if none is set in project
settings), and the `<link>` tag is added using the `$HEAD_INCLUDE`
instead of being hardcoded in the template.
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Serving all files in that folder and using a known list of mime types.
Makes it easy to add more exported files, while still playing safe.
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directly by the plugin.
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It seems 30.0.1 had issues with compatibility with JDK 8 and 11,
which appear to be solved in 30.0.3 as per godotengine/godot-docs#4796.
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After further testing it seems to work fine now when building binaries with GCC 5
on Ubuntu 16.04 (previously we were using GCC 9 on Ubuntu 14.04).
Follow-up to #45629.
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Follow-up to #46810, this was missed in #47079 when fixing the issue
for other platforms.
Fixes #48135.
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Re-add "no-exceptions" for export templates builds with ICU.
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Validation layers on Android
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SilverCreekEntertainment/add-uwp-export-project-notifier
Fix EditorExportPlugin _export_begin and _export_end functions not being called when exporting UWP
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APK" error and improve command output logging.
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called when exporting UWP
in uwp's version of export.cpp create a ExportNotifier object so that EditorExportPlugin _export_begin and _export_end functions will be called as documentated.
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Add support for forwarding callbacks from Godot's parent activity
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`requestCode` and deprecate support for forwarding callbacks from Godot's parent activity.
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According to project settings and when WebGL2 is not available.
This does nothing in current master, as we have no rendering yet!
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