Age | Commit message (Collapse) | Author |
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Protect GL functions in mobile_vr with ifdefs.
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They would match the whole path instead of only the filename.
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The two POSIX style crash handlers (OSX and X11) now remove their signal
handlers when they are destroyed.
Additonally if they are called while no OS singleton is set, they will
simply abort(). This should not happen now that they remove themselves,
but if a future change seperates OS object and crash handler lifetimes,
this may be easier to report/debug than hanging on SIGSEGV.
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Fix set_default_cursor_shape interaction with Control nodes
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Implement OS::set_icon in HTML5 platform
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Add Visual Studio debug visualizer
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Do not call `set_cursor_shape` when the cursor is inside the `Control` node.
Make it work for x11 in MOUSE_MODE_CONFINED.
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[Docs] Add class ref for Input::set_default_cursor_shape
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Also fix typo in _get_last_error which caused Winsock connect to fail.
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Fix libwebsockets 32-bits UWP builds.
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Misc. typos
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Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
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Also fix bogus windows detect.py
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Fixes to mouse mode confined and captured
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New NetSocket interface with common BSD/Win implementation
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When resizing an X11 window wait for the WM to process our request
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Update X11 global mouse position at startup
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
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Tweak Android-related error messages in the Export dialog
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Changed Windows key translate pair from KEY_COLON to KEY_COMMA.
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Fix mouse confined leaving window with OS_Windows::set_window_position
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On X11 when we send an XResizeWindow request to the X server it is happy
to say it is done when the request has been handed over to the window
manager. The window manager itself may however take some time to
actually do the resize. Godot expects that a resize request is
immediate. To work around this issue we could implement the whole
_NET_WM_SYNC_REQUEST protocol. However this protocol does not fit very
well with the way we currently process X events and would when
implemented in the current framework still cause a 1 frame delay between
a resize request and the actual resize happening.
This fixes #21720
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When we start the engine we haven't yet gotten any X11 motion events so
we don't yet know where our mouse cursor is located. Instead we now
query the X server for this information when we start and update the
appropriate values.
In addition when we move the window we also update the mouse position
based off of X server knowledge as we will also not have received any
mouse motion events.
this fixes #8145 (for X11 only)
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OpenJDK 8 has been working well for exporting to Android
for a while now, so it can be recommended instead of OpenJDK 6.
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These modes will work on Linux in the same way as Windows.
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Add check for negative values.
Fixes #21721
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Cursor hotspot must be inside image on Linux. Adding validation for all
platforms for consistency.
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Fixes #20474.
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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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