Age | Commit message (Collapse) | Author |
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This fixes the editor on X11 not getting put on the foreground when a
debugged project hits an error or breakpoint.
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[Core] Split up math_2d.h
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Windows)
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Rebase patches for fixing haiku build.
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added get_creation_time function for gdscript
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Fixes thread and process handles leak when running and killing project
from editor (caused by a missing CloseHandle call) plus a potential leak
when calling OS_Windows::execute with p_blocking and !r_pipe.
The leak could be easily observed with a Handles counter in Task Manager
(or Performance Monitor) for the Godot editor process.
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- Refactored all builder (make_*) functions into separate Python modules along to the build tree
- Introduced utility function to wrap all invocations on Windows, but does not change it elsewhere
- Introduced stub to use the builders module as a stand alone script and invoke a selected function
There is a problem with file handles related to writing generated content (*.gen.h and *.gen.cpp)
on Windows, which randomly causes a SHARING VIOLATION error to the compiler resulting in flaky
builds. Running all such content generators in a new subprocess instead of directly inside the
build script works around the issue.
Yes, I tried the multiprocessing module. It did not work due to conflict with SCons on cPickle.
Suggested workaround did not fully work either.
Using the run_in_subprocess wrapper on osx and x11 platforms as well for consistency. In case of
running a cross-compilation on Windows they would still be used, but likely it will not happen
in practice. What counts is that the build itself is running on which platform, not the target
platform.
Some generated files are written directly in an SConstruct or SCsub file, before the parallel build starts. They don't need to be written in a subprocess, apparently, so I left them as is.
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This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
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Added a new MIDIDriver class
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Fix OpenGL buffer depth for per pixel transparency support (Windows)
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Fixes #20035.
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-Add extra flag optimize=[size,speed] to be able to prioritize size
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Fixes #20301.
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-Project/Editor settings now show tooltips properly
-Settings thar require restart now will show a restart warning
-Video driver is now visible all the time, can be changed easily
-Added function to request current video driver
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fixed branch on uninit and data race in editor android device polling
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Initialised relevant variables before stating thread,
to prevent a branch on uninitialised data.
Fixed race condition in polling that could miss a device change.
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Respect window/handheld/orientation setting in iOS
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Write new permissions to the AndroidManifest.xml
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Instead of editing the placeholder permissions actually write new ones.
This should solve the privacy statement problems for the Play store.
This means we also no longer need to placeholder permissions in the
template.
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(cherry picked from commit 9190ae2be7068c8a84f60766a2f7c1da3e0bcd4b)
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-Replaced some viewport size calls to screen size, since viewport size should be deprecated at this point..
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Fix possible NullPointerException crash on cancel payment
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Add a new notification to detect crashes on native scripts
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Change required gles version to 2 for android
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Fix touch issues on Windows
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Implement OpenGL ES rasterizer selection logic for Android.
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bugfix: correct #ifdef for TOUCH_ENABLED and OPENGL_ENABLED
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