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2020-08-17[Windows] Fix modifier keys when using tablet input.bruvzg
2020-08-16Port ClassDB tests to use doctestAndrii Doroshenko (Xrayez)
Extracted the most minimal core initialization functionality from `setup()` and `setup2()` so that `ClassDB` could be tested properly (input, audio, rendering, physics etc, are excluded). Display and rendering servers/singletons are not initialized at all. Due to the fact that most subsystems are disabled, fixed various crashes in the process (in order): - `AcceptDialog` OK/cancel swap behavior (used `DisplayServer` while `register_scene_types()`); - `make_default_theme` which depends on `RenderingServer`; - `XRServer` singleton access while calling `register_modules_types()`; - hidden bug in a way joypads are cleaned up (MacOS and Linux only). Removed manual `ClassDB` init/cleanup calls from `test_validate_testing.h`. ClassDB tests: Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
2020-08-15Merge pull request #41285 from bruvzg/macos_on_top_4Rémi Verschelde
[macOS] Fix "on top" incorrectly set on init and resetting on window update.
2020-08-15Fix "on top" incorrectly set on init (all platforms).bruvzg
Fix "on top" reseting on window update. (macOS).
2020-08-15fixed linker being slow on OSXGordon MacPherson
2020-08-13Remove obsolete GLES2 backend codeRémi Verschelde
This code currently isn't compiled (and cannot compile). We plan to re-add OpenGL ES-based renderer(s) in Godot 4.0 alongside Vulkan (probably ES 3.0, possibly also a low-end ES 2.0), but the code will be quite different so it's not relevant to keep this old Godot 3.2 code. The `drivers/gles2` code from the `3.2` branch can be used as a reference for a potential new implementation.
2020-08-11Merge pull request #41000 from amanj120/forward_port_bundle_pr_exportRémi Verschelde
Add 'Export App Bundle' to Android Export Options
2020-08-11Merge pull request #41164 from bruvzg/win_attach_consoleRémi Verschelde
[Windows] Attach to parent console instead of creating new one.
2020-08-11[Windows] Attach to parent console instead of creating new one.bruvzg
2020-08-11Merge pull request #40961 from BrainBlasted/update-platform-metadataRémi Verschelde
platform: Update metadata for export platforms
2020-08-10iOS: simplify OS value retrievalSergey Minakov
2020-08-05Add 'Export App Bundle' to Android Export OptionsAman Jain
2020-08-01platform: Update metadata for export platformsChristopher Davis
Updates the logos of for macOS, Android, and iOS; Also changes "Mac OSX" to "macOS" Addresses https://github.com/godotengine/godot-proposals/issues/1161
2020-08-01Merge pull request #40927 from 27thLiz/dinput-idRémi Verschelde
DirectInput: Use correct joypad id
2020-07-31DirectInput: use correct joypad idAndreas Haas
Previously `joypad_count` was used as the index into the d_joypads array when initializing a new gamepad. This caused the accidental override of an already connected device when a gamepad with a lower id was disconnected and connected again. fixes #17566
2020-07-31Fix losing X11 window normal size hint propertiesopl-
This was caused by `XSetWMNormalHints` being called multiple times, each time with different values. Calling the method replaces the old data completely, resulting in some of the settings being lost. Since the method was called 3 times before the window was mapped, this resulted in the position hint being lost and the window always getting opened at a position determined by the WM.
2020-07-31Merge pull request #40591 from madmiraal/fix-24526Rémi Verschelde
Update Linux gamepad detection to match SDL.
2020-07-30Merge pull request #40761 from naithar/feature/ios-safe_areaRémi Verschelde
[iOS] Safe area reimplementation
2020-07-28Move PopupWindow logic to GodotEditText on AndroidPouleyKetchoupp
2020-07-27refactor apk signing into it's own methodAman Jain
2020-07-27iOS: safe area implementationSergey Minakov
2020-07-27Merge pull request #40755 from Faless/js/fix_and_cancel_swapRémi Verschelde
Cancel/OK swap on HTML5 platform, small fixes.
2020-07-27Implement HTML5 cancel/ok button swap on Windows.Fabio Alessandrelli
Platform is detected on init via the `navigator.platform` string.
2020-07-27Correctly include <stdlib.h> in javascript main.Fabio Alessandrelli
Already fixed in 3.2, this header is needed since it's where setenv is declared and we should not assume it to be already included.
2020-07-27Properly set HTML5 DisplayServer init error value.Fabio Alessandrelli
Checked in main.cpp, would cause the engine to not load.
2020-07-27Merge pull request #40706 from akien-mga/style-fix-file_format-macosRémi Verschelde
Fix code format scripts compat with non-GNU Unices
2020-07-27Style: Fix code format scripts compat with non-GNU UnicesRémi Verschelde
It's too hard to get compatibility between GNU and BSD sed, so let's just use perl oneliners. And improve it to also remove trailing tabs, not just spaces.
2020-07-27Merge pull request #40671 from nekomatata/virtual-keyboard-height-fixRémi Verschelde
Fix virtual keyboard height regression
2020-07-26[macOS] Refocus last key window after `DisplayServer::alert` is closed.bruvzg
2020-07-26Merge pull request #40487 from nekomatata/virtual-keyboard-enter-fixesRémi Verschelde
Fix Return key events in LineEdit & TextEdit on Android
2020-07-26Fix Return key events in LineEdit & TextEdit on AndroidPouleyKetchoupp
Depending on the device implementation, editor actions could be received with different action ids or not at all for multi-line. Added a parameter to virtual keyboards to properly handle single-line and multi-line cases in all situations. Single-line: Input type set to text without multiline to make sure actions are sent. IME options are set to DONE action to force action id consistency. Multi-line: Input type set to text and multiline to make sure enter triggers new lines. Actions are disabled by the multiline flag, so '\n' characters are handled in text changed callbacks.
2020-07-26CI: Install master version of psf/blackRémi Verschelde
Until https://github.com/psf/black/pull/1328 makes it in a stable release, we have to use the latest from Git. Apply new style fixes done by latest black.
2020-07-26Merge pull request #38727 from Riteo/tiling-wm-issues-testsRémi Verschelde
Fixes for windows in X11 tiling WMs
2020-07-26Merge pull request #39624 from naithar/fix/ios-touch-events-masterRémi Verschelde
[4.0] Fix for iOS touch recognition
2020-07-26iOS: added delay gesture recognizerSergey Minakov
This gesture recognizer will prevent GodotView from processing unwanted gestures. Emulates UIScrollView behavior. Fires delayed touches on significant movement.
2020-07-26[macOS] Prevent setting `BORDERLESS` flag and calling ↵bruvzg
`window_move_to_foreground` from giving focus to window with `NO_FOCUS` flag.
2020-07-25iOS SCons: static Vulkan binary usageSergey Minakov
Add VMA to iphone platform Use linkflag for iphone building to enforce static linking. Works fine with dynamic '.framework' library Updated xcode project to use '.a' static library
2020-07-25iOS: Vulkan supportSergey Minakov
Implemented Vulkan Support. Use DisplayServer for rendering and input handling Use single view for rendering in both GLES2 (not supported yet) and Vulkan Use @available checks where it's required (otherwise compiler would fail compilation) Simulator checks
2020-07-25iOS SCons: update iOS minimal versionSergey Minakov
iOS 11 for iOS device iOS 13 for iOS Simulator
2020-07-24Merge pull request #40610 from amanj120/forward_port_bundle_pr_manifestRémi Verschelde
Write AndroidManifest.xml file for Gradle project
2020-07-24Fix virtual keyboard height regressionPouleyKetchoupp
Disabling virtual keyboard focus adjustement caused get_keyboard_height to always return 0 because it was calculated when the view is resized. In order to fix it, a PopupWindow is now created on top of the main view and is set for focus adjustments so the keyboard size can be calculated based on this popup without affecting the main view.
2020-07-24Write an AndroidManifest.xml file to be merged with app module's manifest.Aman Jain
2020-07-24[macOS / ARM64] Remove "-msse2" flag from ARM64 release export template ↵bruvzg
build. Add ARM64 breakpoint inline assembly to "doctest".
2020-07-24t Add unit testing to Godot using DocTest and added to GitHub Actions CIRevoluPowered
Implements exit codes into the engine so tests can return their statuses. Ideally we don't do this, and we use FIXUP logic to 'begin' and 'end' the engine execution for tests specifically. Since realistically we're initialising the engine here we don't want to do that, since String should not require an engine startup to test a single header. This lowers the complexity of running the unit tests and even for physics should be possible to implement such a fix.
2020-07-23Merge pull request #40348 from amanj120/forward_port_bundle_pr_iconsRémi Verschelde
Copy project icons to Gradle project directory during Android Custom Build.
2020-07-23Copy icons to Gradle projectAman Jain
2020-07-23SCons: Remove unused DEBUG_MEMORY_ENABLED defineRémi Verschelde
Its last use was removed in Godot 3.0, so it no longer makes sense to define. Also removed `D3D_DEBUG_INFO` for Windows as it's likely a left over from a long time ago pre-opensourcing when Godot had some form of Direct3D 9 support?
2020-07-23DisplayServer: separate window showing into another functionLorenzo Cerqua
When creating a window, Godot would first register it to the WM(show it) and then set its flags. This works fine on a floating WM, but on tiling WMs as soon as a window gets registered the WM immediately acts on the window by scaling it up and treating it as a generic window, being registered without any special flags. This commit separates the showing of the window into another function and calls it after the most important flags are set, making windows with special flags(eg. all popups) work again on tiling WMs. Fixes #37930
2020-07-22Update Linux gamepad detection to match SDL.Marcel Admiraal
2020-07-21Merge pull request #40450 from asmaloney/spellingRémi Verschelde
Fix spelling & grammar in comments, docs, and messages