summaryrefslogtreecommitdiff
path: root/platform
AgeCommit message (Collapse)Author
2019-07-08Merge pull request #30374 from BastiaanOlij/fix_ios_privilegesRémi Verschelde
iOS Microphone and Camera privileges improvements
2019-07-08Merge pull request #30407 from qarmin/small_fixessRémi Verschelde
Fixes minor issues found by static analyzer
2019-07-07Fixes minor issues found by static analyzerqarmin
2019-07-06Added release function to PoolVector::Access.Ibrahn Sahir
For clarity, assign-to-release idiom for PoolVector::Read/Write replaced with a function call. Existing uses replaced (or removed if already handled by scope)
2019-07-06Add microphone privilege settings support back into export and add privilege ↵Bastiaan Olij
exist check to camera server for iOS
2019-07-05Merge pull request #24086 from RandomShaper/bundle-pck-to-executableRémi Verschelde
Enhance game export
2019-07-05Merge pull request #26674 from hunte922/masterRémi Verschelde
Hide command prompt launched by OS.execute
2019-07-04Hide command prompt launched by OS.executehoontee
Currently, the console appears when running OS.execute in an exported project, but not in the editor. This change prevents it from appearing in either. Only affects console applications.
2019-07-04Remove libwebsocket. No longer used, yay!Fabio Alessandrelli
2019-07-03Add embedded PCK option to PC platformsPedro J. Estébanez
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.
2019-07-03SCons: Use CPPDEFINES instead of CPPFLAGS for pre-processor definesRémi Verschelde
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.
2019-07-03Merge pull request #30258 from m4gr3d/make_metadata_settableRémi Verschelde
Make the AndroidManifest meta-data name attribute settable.
2019-07-02Merge pull request #30254 from bojidar-bg/30224-docdata-generateRémi Verschelde
Fix various memory leaks and errors
2019-07-02Make the meta-data name attribute settable. This will facilitate reuse for ↵fhuya
ARCore integration.
2019-07-02Fix various memory leaks and errorsBojidar Marinov
2019-07-02Merge pull request #30239 from Faless/crypto/crypto_coreRémi Verschelde
CryptoCore class to access to base crypto utils.
2019-07-02CryptoCore class to access to base crypto utils.Fabio Alessandrelli
Godot core needs MD5/SHA256/AES/Base64 which used to be provided by separate libraries. Since we bundle mbedtls in most cases, and we can easily only include the needed sources if we so desire, let's use it. To simplify library changes in the future, and better isolate header dependencies all functions have been wrapped around inside a class in `core/math/crypto_base.h`. If the mbedtls module is disabled, we only bundle the needed source files independently of the `builtin_mbedtls` option. If the module is enabled, the `builtin_mbedtls` option works as usual. Also remove some unused headers from StreamPeerMbedTLS which were causing build issues.
2019-07-02Merge pull request #29824 from m4gr3d/add_ovr_exportRémi Verschelde
Add XR mode selection to the Android export process.
2019-07-02Add XR mode selection to the Android export process.fhuya
2019-07-01Merge pull request #29482 from Calinou/html5-fix-emscripten-rootRémi Verschelde
Fix Emscripten root directory detection when building for HTML5
2019-07-01Merge pull request #29815 from NilsIrl/plus_file_1Rémi Verschelde
Replace ` + "/" + ` with `String::file_add()`
2019-06-30Merge pull request #24227 from BastiaanOlij/arkit31Rémi Verschelde
ARKit for Godot 3.2
2019-06-30ARKit for Godot 3.2BastiaanOlij
This PR introduces support for ARKit to the iOS version of Godot. ARKit is Apples Augmented Reality platform. This PR brings in support for ARKit 1.0 and implements a few ARKit 2.0 features. It requires iOS 11 to run but should not prevent Godot from running on older versions as long as ARKit remains unused.
2019-06-29Many fallthrough switch cases now have the FALLTHROUGH macro to tell the ↵hbina085
compiler that this is intended.
2019-06-27Merge pull request #29941 from qarmin/redundant_code_and_othersRémi Verschelde
Remove redundant code, possible NULL pointers and others
2019-06-26Some code changed with Clang-Tidyqarmin
2019-06-25Allow '-' character in iOS reverse DNS identifiers dissallow underscores.Nicholas Thompson
2019-06-24Merge pull request #29948 from lawnjelly/androidkeyboardRémi Verschelde
Fix some keyboards not working with Android
2019-06-23Replace ` + "/" + ` with `String::file_add()`Nils ANDRÉ-CHANG
2019-06-23SCons: Default to builtin libpng/freetype on LinuxRémi Verschelde
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.
2019-06-21Fix some keyboards not working with Androidlawnjelly
Fixes #17004 Currently the keydown and keyup messages are handled with method like this: if ((source & InputDevice.SOURCE_JOYSTICK) == InputDevice.SOURCE_JOYSTICK || (source & InputDevice.SOURCE_DPAD) == InputDevice.SOURCE_DPAD || (source & InputDevice.SOURCE_GAMEPAD) == InputDevice.SOURCE_GAMEPAD) { // joystick input } else { // keyboard input } The constant for SOURCE_DPAD is 513 10 0000 0001 and the constant for SOURCE_KEYBOARD is 257 1 0000 0001 However, rather confusingly, for many keyboards the source sent by android is 769 11 0000 0001 Thus the keyboard is passing the check as being a DPAD and being processed as a joystick rather than keyboard. This PR handles the specific case of 769, allowing input from physical keyboards.
2019-06-20Add option to toggle console window on WindowsLuka Dornhecker
This is an editor setting and its value can also be toggled using an entry in the Editor toolbar. The console will still appear briefly when starting the project manager or editor, as it's still compiled as console application. Does not impact exported games, which will still run without console in release and with console in debug mode. A project setting or export option could be added to disable it in debug mode if there's demand for it, but that would greatly reduce the usefulness of debug builds if Windows users can no longer report error and crash messages. Fixes #17889. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2019-06-20Merge pull request #29874 from ibrahn/rework-png-loadsaveRémi Verschelde
PNG driver reworked to use libpng 1.6 simplified API
2019-06-20Merge pull request #29910 from m4gr3d/dev_deprecate_armv6Rémi Verschelde
Deprecate support for Android armv6 architecture
2019-06-19Fix Emscripten root directory detection when building for HTML5Hugo Locurcio
Recent Emscripten SDK versions seem to only include the `BINARYEN_ROOT` variable in the Emscripten configuration file, whereas the platform's `detect.py` only looked at `EMSCRIPTEN_ROOT`.
2019-06-19Deprecate armv6 support for Androidfhuya
2019-06-19Made use of semicolons more consitent, fixed formattingJohnJLight
2019-06-19Png driver reworked to use libpng 1.6 simplified APIIbrahn Sahir
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.
2019-06-19Linux: Check return values of posix read/writeMartin Capitanio
Fixes #29849, for real this time.
2019-06-18Update macOS global mouse position at startupbruvzg
2019-06-17Merge pull request #29852 from georgwacker/fix-controller-hangRémi Verschelde
Fix endless controller iteration on windows
2019-06-17Fix endless controller iterationGeorg Wacker
Fixes #29846
2019-06-17Linux: Check return value of chdir on cleanupRémi Verschelde
Some compilers trigger a warning for it if we do not bother checking the return value. Fixes #29849.
2019-06-17Add script to fix style issues and copyright headersRémi Verschelde
This is only meant to check the validity of the whole codebase every now and then, or to apply clang-format config changes when relevant.
2019-06-17Merge pull request #29752 from bruvzg/window_size_limitsRémi Verschelde
Add ability to limit maximum/minimum window size.
2019-06-16Merge pull request #29325 from m4gr3d/setup_godot_for_ovr_supportRémi Verschelde
Setup Godot to support the Oculus Mobile SDK.
2019-06-16Merge pull request #10643 from BastiaanOlij/camera_serverRémi Verschelde
CameraServer class
2019-06-15Merge pull request #29786 from dotdigitalgroup/hidpi-javascript-fix-masterRémi Verschelde
Fix pointer position in hidpi-corrected resolutions on web
2019-06-15Fix compilation warnings in JS and Windows buildsRémi Verschelde
Warnings raised by Emscripten 1.38.0 and MinGW64 5.0.4 / GCC 8.3.0. JS can now build with `werror=yes warnings=extra`. MinGW64 still has a few warnings to resolve with `warnings=extra`, and only one with `warnings=all`. Part of #29033 and #29801.
2019-06-15Adding a new Camera Server implementation to Godot.BastiaanOlij
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.