Age | Commit message (Collapse) | Author |
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http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
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POSIX systems: go through all event devices, not just event[0-32]
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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.
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Moved AppDelegate push notifications methods implementation to 'GODOT_ENABLE_PUSH_NOTIFICATIONS'
which can be used in plugins to implement APNS plugins.
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[4.0] [iOS] iOS Plugins Migration
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Add separate `simulator` flag for iOS build, change main library to `xcframework`.
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We don't want browsers to cache our temporary exports (since they will
always differ).
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Side and GDNative libraries are now added by engine.js , the dynlink pre
js had been deleted.
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Modernize RWLock
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- 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`
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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.
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`xcframework` format.
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Split OS::execute into two methods
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Simplify helper functions, fix env/sys_env confusion and depends for
externs and pre-js.
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1. execute(): Executes a command and returns the results.
2. create_process(): Creates a new process and returns the new process' id.
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Fixed warning at window closing (WIN32)
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Add WebXR support (for Godot 4.0)
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Update the logic to sign prebuilt Godot Android apks
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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.
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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 🎆
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Hardcode the export format for the editor 'run' feature
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parameter.
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Those were missed in #44401 or added by later PRs.
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Incorrect format specifiers used to display some type data in the Visual Studio debugger
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Rename MainLoop methods to match Node methods
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[4.0] Fix file drag-drop on M1 Macs.
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The call was made on a `Godot` instance instead of an `Activity` instance.
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SCons: Add explicit dependencies on thirdparty code in cloned env
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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.
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Add missing override keywords to core/os.h derived classes
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