Age | Commit message (Collapse) | Author |
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use application:didFinishLaunchingWithOptions: instead of application…
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Fixes issues introduced by newer clang-format versions or commits
pushed directly without using the clang-format pre-commit hook.
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applicationDidFinishLaunching: for iOS
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support mingw-w64 build and Windows 7 with KB2533623.
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- Fix logic error.
- Track touches to enable defensive handling and releasing on focus out.
- Change comment-out by preprocessor `#if`.
- Track/report coordinates as float.
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Update Android compileSdkVersion to 26
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Fix open_dynamic_library override in OSIPhone
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Was broken at 9678231b109c333a5273325c8758241310cd27f4
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pre pass, does some speed up to scenes using triplanar.
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library to open extra libraries.
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Fixed fleeting window white screen on editor/game startup
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Add target helper functions and refactor (master)
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bit later phase
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This allows to specify any valid folder name (including with subfolders) to use
as user:// on all platforms. The folder is constrained to the platform-specific
OS::get_data_path() (typically what `XDG_DATA_HOME` resolves to).
Fixes #13236.
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Remove contrived JavaScript.eval() return types
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wrong function,
leading to unnecesary copy on writes and reduced performance.
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Proper GDNative export on Android
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Return and repair file logging
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And make it configurable, too.
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- EditorExportPlugin's _export_begin accepts all the arguments related
to the current export (is_debug, path, flags).
- EditorExportPlugin API is extended with methods allowing to configure
iOS export: add_ios_framework, add_ios_plist_content,
add_ios_linker_flags, add_ios_bundle_file.
- iOS export template now contains Godot as a static library so that
it can be linked with third-party Frameworks and GDNative static
libraries.
- Adds method to DirAccess for recursive copying of a directory.
- Fixes iOS export to work with Xcode 9 (released recently).
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Fix x11 boot logo position in fullscreen and in maximized
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Export boot splash image and add option for custom HTML shell file in HTML5 export
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Remove need to _MKSTR version strings and rename "revision" to "build"
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That "revision" was inherited from SVN days but had been since then
used to give information about the build: "custom_build", "official",
"<some distro's build>".
It can now be overridden with the BUILD_NAME environment variable.
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Removes the need for _MKSTR all over the place which has the drawback of
converting _MKSTR(UNKNOWN_DEFINE) to "UKNOWN_DEFINE" instead of throwing
a compilation error.
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Add support for XDG Base Directory spec
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Cleanup old references to GLES2 renderer
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Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
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