Age | Commit message (Collapse) | Author |
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Rename `window_get_real_size`, add position counterpart.
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[Linux/X11] Split fullscreen mode into `WINDOW_MODE_EXCLUSIVE_FULLSCREEN` and `WINDOW_MODE_FULLSCREEN` to improve multi-window handling.
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[Windows] Window management fixes.
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[macOS export] Add support for Xcode notarytool.
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`window_get_position_with_decorations`.
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DisplayServer::screen_is_touchscreen will likely never utilize its
parameter p_screen.
This PR replaces this function by DisplayServer::is_touchscreen_available()
with the same functionality.
This solves the problem, that a SubViewport was used for determining
the screen, which resulted in error messages.
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and `WINDOW_MODE_FULLSCREEN` to improve multi-window handling.
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Fix popup menus having incorrect scale when main window is in full-screen mode and multiple monitors with different DPI are used.
Prevent mouse move code from accessing deleted window data (and creating zombie records in the windows map).
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Currently Input::get_singleton()->parse_input_event(mb); is
called twice for mouse-button-up events when dropping in a different
window on linuxbsd.
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Fix burning CPU with udev disabled on Flatpak
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Follow-up to #69294 which enabled it automatically for `dev_build=yes`,
but this seems to cause some issues.
Those issues should likely be debugged but until then this can stay opt-in.
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Windows: Link MSVC dynamic debug CRT for debug builds
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Clean up DisplayServerAndroid::window_get_native_handle() with the GLES3 renderer
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renderer
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Add support for font weight and stretch selection when using system fonts.
Add function to get system fallback font from a font name, style, text, and language code.
Implement system font support for Android.
Use system fonts as a last resort fallback.
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Fixes #67355.
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Fix incorrect mouse event position while hovering different window
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The loaders have been generated through hpvb's dynload-wrapper, although
they had to be heavily handpatched to workaround some already reported
issues with it. I added a note to each generated file to account for
that.
As GLAD uses X11 stuff directly, I had to define the GLAD_GLX_NO_X11
macro to not let do it that, and handle myself the display loading and
screen handling part myself, which wasn't that hard but it's still
something worth saying.
I plan to improve greatly the X11 backend (including this aspect) but,
as the release isn't that far and I'm also working on the Wayland
backend, this will do for now, I hope.
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[macOS] Improve maximized and non-resizable modes handling.
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Get WebXR fully working in Godot 4!
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for notarization.
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Add necessary build flags and switch from using a
GLES2 context to a GLES3 one.
This also enables building for OpenXR
Co-authored-by: m4gr3d <fhuyakou@gmail.com>
Co-authored-by: dsnopek <dsnopek@gmail.com>
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passing in from main.
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[MSVC] Use symbols from .pdb only, to avoid incorrect names in the backtrace when symbols are missing.
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[Windows] Optimize editor icon, use different icon for console executable.
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when symbols are missing.
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Fixes #31608.
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[Windows] Fix joypad crash
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Improve feature errors in HTML5 for easier understanding
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[iOS] Fix getting Unicode executable path, fix error spam on start.
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Improves the base functionality for the Android platform and helps reduce the amount of spurious error logs emitted.
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We would needlessly get file names like `*.arm64.armv8.o`.
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[macOS] Dynamically attach and detach transient windows to allow them to stay on top of parent and be moved to another screen.
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stay on top of parent and can be moved to another screen.
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Fix that the exitcode is never set.
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Regenerate Windows icon on export to ensure correct icon size order.
Add support for using PNG/WebP/SVG files as an icon for Windows exports.
Allow using WebP/SVG files as icon for macOS exports.
Add option to select generated icons interpolation, and set default interpolation to Lanczos.
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Boolean stringification changed in Godot 4.0.
Fixes #67034.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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[iOS] iOS export improvements.
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