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2021-01-28Unify URI encoding/decoding and add to C#Aaron Franke
http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
2021-01-27Merge pull request #45481 from ronchaine/joypad-detectionRémi Verschelde
POSIX systems: go through all event devices, not just event[0-32]
2021-01-27Go through all event devices, not just event[0-32]Jari Ronkainen
There are no guarantees that joypads are in event0-event32 range. Some devices, such as laptops with detachable keyboards and wacom can reserve events all the way up to 32. Some udev rules with e.g. custom controller firmwares may load the device as /dev/input/eventX, where X is greater than 32. This patch uses POSIX dirent to enumerate the event devices, so entries outside 0-32 range are not skipped.
2021-01-26[iOS] Rework push notification methods usageSergey Minakov
Moved AppDelegate push notifications methods implementation to 'GODOT_ENABLE_PUSH_NOTIFICATIONS' which can be used in plugins to implement APNS plugins.
2021-01-26Merge pull request #45252 from naithar/feature/plugins-migrationRémi Verschelde
[4.0] [iOS] iOS Plugins Migration
2021-01-26Merge pull request #45277 from bruvzg/ios_arm64_simRémi Verschelde
Add separate `simulator` flag for iOS build, change main library to `xcframework`.
2021-01-25[HTML5] Builtin HTTP server disable browsers cacheFabio Alessandrelli
We don't want browsers to cache our temporary exports (since they will always differ).
2021-01-25[HTML5] Better editor HTML, small refactor.Fabio Alessandrelli
Side and GDNative libraries are now added by engine.js , the dynlink pre js had been deleted.
2021-01-25[HTML5] Fix "initial_memory" build option parsingFabio Alessandrelli
2021-01-22Merge pull request #45314 from RandomShaper/modernize_rwlockRémi Verschelde
Modernize RWLock
2021-01-19Modernize RWLockPedro J. Estébanez
- Based on C++14's `shared_time_mutex` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed - Simpler for `NO_THREADS`
2021-01-18BUGFIX: Fix unintialized cursor_shape on windows display serverMarios Staikopoulos
2021-01-18[iOS] Fix embedding of plugin librariesSergey Minakov
2021-01-18[HTML5] Custom Gamepad library to allow remapping.Fabio Alessandrelli
No longer use emscripten functions for gamepads, implement them as library functions in library_godot_display.js instead. This allows us to do a better job at "guessing" vendorId, productId, OS, etc. thus allowing us to better find the remapping for the controller.
2021-01-18[WIP] Add separate `simulator` flag for iOS build, change main library to ↵bruvzg
`xcframework` format.
2021-01-17[iOS] Remove plugins from modules.Sergey Minakov
2021-01-17[iOS] Added support for '.xcframework' in pluginsSergey Minakov
2021-01-15[Plugins] Rename 'PluginConfig' struct to platform specific nameSergey Minakov
2021-01-12CI: Update to clang-format 11 and apply ternary operator changesRémi Verschelde
2021-01-12Merge pull request #44514 from madmiraal/split-os-executeRémi Verschelde
Split OS::execute into two methods
2021-01-10[HTML5] Reorganize build script.Fabio Alessandrelli
Simplify helper functions, fix env/sys_env confusion and depends for externs and pre-js.
2021-01-10Fix JavaScript platform after MainLoop methods rename.Fabio Alessandrelli
2021-01-09Split OS::execute into two methodsMarcel Admiraal
1. execute(): Executes a command and returns the results. 2. create_process(): Creates a new process and returns the new process' id.
2021-01-06Removes semicolon typo in display_server_windowsYuri Roubinsky
2021-01-06Fix PopupMenu's which are not closed after a recent commitYuri Roubinsky
2021-01-05Merge pull request #44299 from Chaosus/fix_win32_warningRémi Verschelde
Fixed warning at window closing (WIN32)
2021-01-05Merge pull request #44154 from dsnopek/webxr-masterRémi Verschelde
Add WebXR support (for Godot 4.0)
2021-01-04Add support for WebXRDavid Snopek
2021-01-01Merge pull request #44645 from m4gr3d/update_apk_signing_logicRémi Verschelde
Update the logic to sign prebuilt Godot Android apks
2021-01-01Update the logic to sign prebuilt Godot Android apks.Fredia Huya-Kouadio
The previously used tool, `jarsigner` has been deprecated in favor of `apksigner` which is bundled with the Android SDK. The logic is refactored accordingly and a few editor settings have been deprecated in the process as they're no longer necessary. Note: As a side effect, specifying the Android SDK path is now required. The docs will be updated to reflect that change.
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2021-01-01Fixed warning at project startup (WIN32)Yuri Roubinsky
2020-12-31Fix window restoring after fullscreen againYuri Roubinsky
2020-12-30Merge pull request #44638 from m4gr3d/export_format_util_methodRémi Verschelde
Hardcode the export format for the editor 'run' feature
2020-12-29Add utility method to export the project using a preset format and sign ↵Fredia Huya-Kouadio
parameter.
2020-12-29Fix missed renamings from empty() to is_empty()Rémi Verschelde
Those were missed in #44401 or added by later PRs.
2020-12-28Merge pull request #44757 from andrew-softdev/my-bug-fixRémi Verschelde
Incorrect format specifiers used to display some type data in the Visual Studio debugger
2020-12-28Incorrect format specifiers used to display some String/StringName dataandrew-softdev
2020-12-28Merge pull request #44593 from madmiraal/rename-mainloop-methodsRémi Verschelde
Rename MainLoop methods to match Node methods
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-23Merge pull request #44619 from bruvzg/m1_dragdrop_4Rémi Verschelde
[4.0] Fix file drag-drop on M1 Macs.
2020-12-23[4.0] Fix file drag-drop on M1 Macs.bruvzg
2020-12-23Fix invalid invocation of `get_class_loader`.Fredia Huya-Kouadio
The call was made on a `Godot` instance instead of an `Activity` instance.
2020-12-22Rename MainLoop methods to match Node methodsMarcel Admiraal
2020-12-19Rename Rect2 and Rect2i clip() to intersection()Marcel Admiraal
2020-12-18Merge pull request #44457 from akien-mga/scons-thirdparty-lib-dependsRémi Verschelde
SCons: Add explicit dependencies on thirdparty code in cloned env
2020-12-18Add missing override keywords in os_windows.hMarcel Admiraal
2020-12-18SCons: Add explicit dependencies on thirdparty code in cloned envRémi Verschelde
Since we clone the environments to build thirdparty code, we don't get an explicit dependency on the build objects produced by that environment. So when we update thirdparty code, Godot code using it is not necessarily rebuilt (I think it is for changed headers, but not for changed .c/.cpp files), which can lead to an invalid compilation output (linking old Godot .o files with a newer, potentially ABI breaking version of thirdparty code). This was only seen as really problematic with bullet updates (leading to crashes when rebuilding Godot after a bullet update without cleaning .o files), but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
2020-12-17Merge pull request #44467 from madmiraal/add-override-keywordsRémi Verschelde
Add missing override keywords to core/os.h derived classes
2020-12-17Add override keywords to core/os.h derived classes.Marcel Admiraal