Age | Commit message (Collapse) | Author |
|
godotengine/revert-40671-virtual-keyboard-height-fix
Revert "Fix virtual keyboard height regression"
|
|
godotengine/revert-40484-android-virtual-keyboard-adjustment
Revert "Disable virtual keyboard focus adjustment on Android"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
[iOS] [4.0] Export: Add a method to embed a framework
|
|
By default 'add_ios_framework' would not embed a framework to save previous behavior.
New 'add_ios_embedded_framework' would embed framework on export.
|
|
|
|
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>
|
|
[macOS] Fix "on top" incorrectly set on init and resetting on window update.
|
|
Fix "on top" reseting on window update. (macOS).
|
|
|
|
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.
|
|
Add 'Export App Bundle' to Android Export Options
|
|
[Windows] Attach to parent console instead of creating new one.
|
|
|
|
platform: Update metadata for export platforms
|
|
|
|
|
|
Updates the logos of for macOS, Android, and iOS; Also
changes "Mac OSX" to "macOS"
Addresses https://github.com/godotengine/godot-proposals/issues/1161
|
|
DirectInput: Use correct joypad id
|
|
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
|
|
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.
|
|
Update Linux gamepad detection to match SDL.
|
|
[iOS] Safe area reimplementation
|
|
|
|
|
|
|
|
Cancel/OK swap on HTML5 platform, small fixes.
|
|
Platform is detected on init via the `navigator.platform` string.
|
|
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.
|
|
Checked in main.cpp, would cause the engine to not load.
|
|
Fix code format scripts compat with non-GNU Unices
|
|
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.
|
|
Fix virtual keyboard height regression
|
|
|
|
Fix Return key events in LineEdit & TextEdit on Android
|
|
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.
|
|
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.
|
|
Fixes for windows in X11 tiling WMs
|
|
[4.0] Fix for iOS touch recognition
|
|
This gesture recognizer will prevent GodotView from processing unwanted gestures.
Emulates UIScrollView behavior.
Fires delayed touches on significant movement.
|
|
`window_move_to_foreground` from giving focus to window with `NO_FOCUS` flag.
|
|
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
|
|
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
|
|
iOS 11 for iOS device
iOS 13 for iOS Simulator
|
|
Write AndroidManifest.xml file for Gradle project
|