Age | Commit message (Collapse) | Author |
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And remove leftover duplicated message on Android.
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`window_set_mouse_passthrough` to `Window`.
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Alter linux debug stacktraces handling to support more environments
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- Use -gdwarf-4 to support both LLVM and GCC when calling addr2line
- Subtract position-independant execuable relocation when passing the
address to addr2line
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Refactor ProjectSetting overrides
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[Export] Add one-click deploy over SSH for the desktop exports.
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* Overrides no longer happen for set/get.
* They must be checked with a new function: `ProjectSettings::get_setting_with_override()`.
* GLOBAL_DEF/GLOBAL_GET updated to use this
This change solves many problems:
* General confusion about getting the actual or overriden setting.
* Feature tags available after settings are loaded were being ignored, they are now considered.
* Hacks required for the Project Settings editor to work.
Fixes #64100. Fixes #64014. Fixes #61908.
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Require Apple Team ID when using notarytool
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Adds a requirement that the Team ID is specified when
notarizing with the new notarytool.
Fixes #70307
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[Windows] Allow OS::kill method to terminate non-child processes.
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Fix writing value for hand-tracking V2.0 to AndroidManifest.xml
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Improve documentation for `OS.read_string_from_stdin()`
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This makes it clearer that calls to this method are blocking.
The unused method parameter was also removed.
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build or .ipa export failed.
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[Web] Expose API to force file system sync.
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Bumps [json5](https://github.com/json5/json5) from 1.0.1 to 1.0.2.
- [Release notes](https://github.com/json5/json5/releases)
- [Changelog](https://github.com/json5/json5/blob/main/CHANGELOG.md)
- [Commits](https://github.com/json5/json5/compare/v1.0.1...v1.0.2)
---
updated-dependencies:
- dependency-name: json5
dependency-type: indirect
...
Signed-off-by: dependabot[bot] <support@github.com>
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Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
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* All core types masks are now correctly marked as bitfields.
* The enum hacks in MouseButtonMask and many other types are gone. This ensures that binders to other languages non C++ can actually implement type safe bitmasks.
* Most bitmask operations replaced by functions in BitField<>
* Key is still a problem because its enum and mask at the same time. While it kind of works in C++, this most likely can't be implemented safely in other languages and will have to be changed at some point. Mostly left as-is.
* Documentation and API dump updated to reflect bitfields in core types.
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screen detection.
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
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Improve `window_set_current_screen` and fix secondary window initial mode and positions.
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[iOS] Add Apple Pencil pressure and tilt support.
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[macOS] Fix stylus tilt Y direction.
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Introduce `appCategory` attribute of android to set category
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Fix dark title bar on Windows 11
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and positions.
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Add one-click deploy over SSH for the desktop exports.
Add ZIP export option for Linux and Windows.
Change export plugin icons to SVG format.
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This limit was likely introduced when Vulkan was the only option.
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Mostly useful for modules and extensions that can't use FileAccess to
write files.
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Improve get_apksigner_path() robustness
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Improve support for 64-bit types on Android.
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This project setting was only implemented and iOS and likely served
no purpose outside of debugging during development of engine features.
It was also located in a confusing location in the project settings
editor, as it was located below a root category (which appears in bold
and is normally not seen as clickable by users).
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