Age | Commit message (Collapse) | Author |
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ReleaseStringUTFChars calls.
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Fix -Wsign-compare warnings.
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I decided to modify code in a defensive way. Ideally functions
like size() or length() should return an unsigned type.
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-Added ability for resource importers to save metadata
-Added ability for resource importers to validate depending on project settings
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event loop may be null when it's called.
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-Fixed a bug where etc textures were imported broken
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Come up with use_gcc.
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Update Windows global mouse position at startup
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Properly preload files, always use stdout/-err in HTML5 platform
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Fixes issue #8145 for Windows, in the same manner as
issue #21910 fixed it for X11.
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window to front.
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Add new method. Fix wrong version condition for -fpie.
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Fixes #25316.
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We've been defaulting to WASAPI since 3.0 and it's superior to RtAudio
in all aspects.
Obsoletes and closes #25503.
Also enable WINMIDI on MinGW, this had been missed initially.
Fix os_windows.cpp and crash_handler_windows.cpp which had weird
dependencies on RtAudio.h's includes (ugh).
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New export options in iOS
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Detect when primusrun/optirun is in use
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It seems that bumblebee doesn't like us creating multiple GL contexts
to avoid this we now detect whether we're running with this software
and don't do anything.
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This fixes #25852
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Fix get_time_zone_info returning inverted bias on Windows/UWP
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Using codespell 1.14.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
doubleclick
lod
nd
numer
que
te
unselect
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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Also drop some unused files.
Renamed:
- `platform/iphone/sem_iphone.h` -> `semaphore_iphone.h`
(same for `osx`)
- `platform/uwp/gl_context_egl.h` -> `context_egl_uwp.h`
- in `platform/windows`: `context_gl_win.h`, `crash_handler_win.h`,
`godot_win.cpp`, `joypad.h` and `key_mapping_win.h` all renamed to
use `windows`. Some classes renamed accordingly too.
- `EditorExportAndroid` and `EditorExportUWP` renamed to
`EditorExportPlatformAndroid` and `EditorExportPlatformUWP`
- `power_android` and `power_osx` renamed to `PowerAndroid` and
`PowerOSX`
- `OSUWP` renamed to `OS_UWP`
Dropped:
- `platform/windows/ctxgl_procaddr.h`
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Renamed:
- `drivers/alsamidi/alsa_midi.h` -> `midi_driver_alsamidi.h`
(same for `coremidi` and `winmidi`)
- `main/timer_sync.h` -> `main_timer_sync.h`
- `servers/visual/visual_server_global.h` -> `visual_server_globals.h`
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Fix many asan and ubsan reported issues
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Use relative path property hint for windows export icon
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[macOS] Fix rendering on retina displays with HiDPI support disabled.
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Mono: Fix MonoPosixHelper not being found
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This allows most demos to run without any ubsan or asan errors. There
are still some things in thirdpart/ and some things in AudioServer that
needs a look but this fixes a lot of issues. This should help debug less
obvious issues, hopefully.
This fixes #25217 and fixes #25218
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Properly detect when to use DRI_PRIME
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We fork off twice once with and once without DIR_PRIME=1 set. We
then use the vendor string to determine what GPU to use.
We prefer (in order)
1) AMDGPU/AMDGPU-PRO/NVidia non-free driver
2) Intel driver
3) Nouveau
4) Software rendering
If a driver can't be detected it will default to DRI_PRIME=0
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Closes #25378.
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Improve custom thread numbering for POSIX
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Allow requesting full screen during start-up in HTML5 platform
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We lazily assign new IDs to threads that do not have one. This is the case for threads not created by the Godot API.
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Fixes #19906
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While looking into a different issue, I've noticed that Visual Studio Intellisense does not work well for Godot project when using Windows Vista+ APIs (e.g. CreateThreadpool), i.e. it does not recognise the APIs because they are defined in Windows header files for Vista+ only.
This is because the WINVER and _WIN32_WINNT symbols don't have their values set in the generated Godot project file. This fixes the problem by setting the values when generating the project file.
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