Age | Commit message (Collapse) | Author |
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Reorganize rendering server.
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Add 'use_static_cpp' option for MinGW builds
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-Made RenderingServerScene abstract, allowing reimplementation
-RenderingServerRaster -> RenderingServerDefault, but this class is going away soon.
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Fixes #43519.
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Fixes #42232.
And fixes memory leak with use of DirAccess, and harmonize the use of
the sanitized pkg name.
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Fixes #44030.
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This was caused by the devicePixelRatio being applied twice, once by the
HTML code, once by the OS code.
More specifically, OS.get_window_size() would return the canvas element
size, while OS.set_window_size() would set the element size to the
specified value times the devicePixelRatio.
Calling OS.set_window_size(OS.get_window_size()) would reapply the
devicePixelRatio every time.
This commit changes the behaviour so that OS.set_window_size() do not
apply the devicePixelRatio to the canvas element size, by it divides the
CSS size instead.
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Flags where deprecated and partly in removed in emscripten 2.0.9.
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[Complex Text Layouts] Implement TextServer interface.
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Allows pasting from x11 clipboard to receive data incrementally, which
is required when handling data size > 256KB.
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use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
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HarfBuzz, Graphite).
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Implement SAVE_TARGETS mechanism for Linux clipboard
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It's now only needed for MSVC.
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[iOS] Native video fixes
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Update gradle build files to automatically perform signing and zipalign tasks for custom builds
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Should I write a poem about this whole new world? ;)
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Applies to javascript files inside the platform library folder, the
exposed Engine code, and any javascript files in modules.
Files ending with ".externs.js" will be ignored, you can create a
".eslintignore" file to specify extra files to be ignored.
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tasks for custom builds.
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Initial work to make liniting easier.
This includes:
- Rename http_request.js to library_godot_http_request.js.
- Rename externs.js to engine.externs.js.
- New library_godot_runtime.js (GodotRuntime) wraps around emscripten
functions.
- Refactor of XMLHttpRequest handler in engine/preloader.js.
- Few fixes to bugs spotted by early stage linting.
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SCons: Remove unnecessary $LINK overrides
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As of SCons 4.0.1, the default value for $LINK is $SMARTLINK, which itself
is a function that will use $CXX as linker for C++:
https://github.com/SCons/scons/blob/4.0.1/SCons/Tool/link.py#L327-L328
https://github.com/SCons/scons/blob/4.0.1/SCons/Tool/link.py#L54-L76
So we don't need to manually specify the same value as $CXX for $LINK.
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For some reason the `-target` option on the `LINKFLAGS` was causing a weird
issue where osxcross' clang wrapper would attempt using the system `/bin/ld`
instead of the osxcross version (which is Apple's `ld64`).
The error message would be:
```
/bin/ld: unrecognized option '-dynamic'
```
Also removed from `CCFLAGS` for consistency, it seems to work fine with only
`-mmacosx-version-min`.
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Fixed exit code retrieval of spawned processes on Windows
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Change android orientations from sensor to user
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Use GetExitCodeProcess() on Windows to retrieve the exit code of a process in
OS:excute()
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[4.0] [iOS] Pluggable application delegate
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Fix for linux joypad D-pad zeroing
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Add XChangeProperty atoms validity checks.
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Address new custom build logic issues
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Clean up export wording to account for the different export formats.
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Some controllers (notably those made by 8bitdo) do not always emit an event to zero out a D-pad axis before flipping direction. For example, when rolling around aggressively the D-pad of an 8bitdo SN30 Pro/Pro+, the following may be observed:
```
ABS_HAT0X : -1
ABS_HAT0Y : -1
ABS_HAT0Y : 0
ABS_HAT0Y : 1
ABS_HAT0X : 1
```
Notable here is that no event for `ABS_HAT0X: 0` is emitted between the events for `ABS_HAT0X: -1` and `ABS_HAT0X: 1`. Consequently, the game engine believes that both the negative _and_ positive x-axis directions of the D-pad are activated simultaneously (i.e `is_joy_button_pressed()` returns `true` for both `JOY_BUTTON_DPAD_LEFT` and `JOY_BUTTON_DPAD_RIGHT`), which should be impossible.
This issue is _not_ reproducible on all controllers. The Xbox One controller in particular will not exhibit this problem (it always emits zeroing out events for an axis before flipping direction).
The fix is to always zero out the opposite direction on the D-pad axis in question when processing an event with a nonzero value. This unfortunately wastes a small number of CPU cycles on controllers that behave nicely.
**I have verified this issue is also reproducible in the stable 3.2 branch**
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