Age | Commit message (Collapse) | Author |
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Fix WebM and Theora video in HTML5 export
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According to https://github.com/bytedeco/javacpp/pull/244 in NDK 17
libandroid_support library is not needed any more, and on armv8 is
already gone which breaks compilation.
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Fall back to GLES2 if GLES3 is not working
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When setting an icon that is too large previously Godot would die with a
X Error of failed request: BadLength error. To avoid this we install an
error handler right before we set an icon. If the error handler triggers
we halve the icon size until it works or until we've reached a 0 size on
either width or height.
We print a warning when this happens to alert developers.
This fixes #19716
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This adds a static is_viable() method to all rasterizers which has to be
called before initializing the rasterizer. This allows us to check what
rasterizer to use in OS::initialize together with the GL context
initialization.
This commit also adds a new project setting
"rendering/quality/driver/driver_fallback" which allows the creator of a
project to specify whether or not fallback to GLES2 is allowed. This
setting is ignored for the editor so the editor will always open even if
the project itself cannot run. This will hopefully reduce confusion for
users downloading projects from the internet.
We also no longer crash when GLES3 is not functioning on a platform.
This fixes #15324
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- gdscript
- gdscript_compiler
- regex
- android/export
- gles3/rasterizer (scene and storage)
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Modern distributions such as Fedora do not ship 'xdialog' with their
default deployment. This commit adds support for Gnome's Zenity as well
as KDE's kdialog.
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SCons: Disable min/max WinDef.h macros on MSVC
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Fixes #21370.
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Add OS::open_midi_inputs and OS::close_midi_inputs
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Equivalent of the cumbersome:
if (OS::get_singleton()->is_stdout_verbose())
print_line(msg);
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Add responsive HTML5 export page with full-size canvas as new default
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Fix file hints
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Fixes file hints so the file dialog actually displays the files with given extension (e.g. *.apk).
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Facilitate external modification of HTML5 canvas size
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add support libc++_shared on android (master)
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correct.
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Raw input relative motion for Windows
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Try closing gracefully before terminating process
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Also increase AppVeyor cache size to 1024,
should match what is available for us in the free plan:
https://www.appveyor.com/docs/build-cache/#cache-size-beta
And drop obsolete debug_release option for Windows, superseded
by target=release and debug_symbols=yes.
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HTML5: use console.warn instead of Module.printErr
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Use a Microsoft recommended way of process termination for the project
process run from the editor. This allows loaded DLLs to receive and handle
DLL_PROCESS_DETACH notification and cleanup any global state before the
process actually exits.
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Use it to provide a better example for application identifiers
on Android, iOS and macOS, where users thought they *had* to use
this as a magic token.
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Support debug_symbols in VS optimized builds
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Fix errors during removing files or folders and fix for latin symbols
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This commit adds support for unicode strings in OS_Windows::move_to_trash.
Also reverts commit 6188388c5a9c7f9fcc0b7f3928f176a9047b9a45 as it did not add extra null character to the path string (SHFILEOPSTRUCTA and SHFILEOPSTRUCTW require path to be double null-terminated).
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Fixed a typo in detect.py
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This fixes the editor on X11 not getting put on the foreground when a
debugged project hits an error or breakpoint.
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[Core] Split up math_2d.h
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Windows)
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Rebase patches for fixing haiku build.
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printErr by default, and instead err() should be used in code seen by the optimizer; however, as Godot only runs on the Web (and not in node.js or elsewhere), using console.warn directly is good enough, and will work in all versions if emscripten
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added get_creation_time function for gdscript
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Fixes thread and process handles leak when running and killing project
from editor (caused by a missing CloseHandle call) plus a potential leak
when calling OS_Windows::execute with p_blocking and !r_pipe.
The leak could be easily observed with a Handles counter in Task Manager
(or Performance Monitor) for the Godot editor process.
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- Refactored all builder (make_*) functions into separate Python modules along to the build tree
- Introduced utility function to wrap all invocations on Windows, but does not change it elsewhere
- Introduced stub to use the builders module as a stand alone script and invoke a selected function
There is a problem with file handles related to writing generated content (*.gen.h and *.gen.cpp)
on Windows, which randomly causes a SHARING VIOLATION error to the compiler resulting in flaky
builds. Running all such content generators in a new subprocess instead of directly inside the
build script works around the issue.
Yes, I tried the multiprocessing module. It did not work due to conflict with SCons on cPickle.
Suggested workaround did not fully work either.
Using the run_in_subprocess wrapper on osx and x11 platforms as well for consistency. In case of
running a cross-compilation on Windows they would still be used, but likely it will not happen
in practice. What counts is that the build itself is running on which platform, not the target
platform.
Some generated files are written directly in an SConstruct or SCsub file, before the parallel build starts. They don't need to be written in a subprocess, apparently, so I left them as is.
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