Age | Commit message (Collapse) | Author |
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Add support for the WinTab API for pen input.
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included
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device is not pressure sensitive.
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Fix X11 pressure and tilt values.
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Move wheel handlers from window to canvas element in HTML
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display server window position bug fix
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It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.
But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.
Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
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Fix Android export throwing Unicode errors.
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Similar to https://github.com/godotengine/godot/pull/36557
At least in chrome, the following error is printed for each mouse wheel
rotation:
[Intervention] Unable to preventDefault inside passive event listener due to target being treated as passive. See https://www.chromestatus.com/features/6662647093133312
This PR moves the handler to the canvas and thereby fixes the error.
Tested on: Chrome and Firefox (MacOS), Firefox, Chrome(Android), Safari (IPad + MacOS)
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Update to bullet master (2.90)
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Fixes #37799.
Fixes #37986.
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Set the `title` tag in the HTML5 export immediately
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The previous logic used the 'tools' directory within the Android sdk to validate it. That directory was recently deprecated and removed from the Android sdk folder (https://developer.android.com/studio/releases/sdk-tools)
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The issue was caused by PR #36906 which changes prevented the generated shared libraries from being stripped.
Since the change is only needed for development (debugging) purposes, it's commented out by default.
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This makes the project title display without having to wait for
the project to finish loading.
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Fixes leaks in ResourceCache, Vulkan and X11
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This is the only location in the codebase where it's being used, so no need to make the main lib have a dependency on it.
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Supports registering and emitting signal from a Godot Android plugin
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Update Android custom template build configuration
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Fix extra warnings in Android build
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Android: Downgrade gradle plugin to 3.5.3
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With the NDK installed locally, gradle plugin 3.6.0 seems to enforce
a specific older NDK version, and will fail building if you don't have
it installed with:
```
No version of NDK matched the requested version 20.0.5594570.
Versions available locally: 21.0.6113669
```
Upstream issue: https://github.com/gradle/gradle/issues/12440
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Replace 0L with a casted nullptr
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Fix array out of bounds access caused by uninitialised variables
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Fixes #37490.
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Right now, games only work on devices when exported with FullAOT+Interpreter.
There are some issues left that need to addressed for FullAOT alone. Right now,
it's giving issues with the Godot.NativeCalls static constructor.
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Configured for a max line length of 120 characters.
psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:
- Manually wrapped strings will be reflowed, so by using a line length
of 120 for the sake of preserving readability for our long command
calls, it also means that some manually wrapped strings are back on
the same line and should be manually merged again.
- Code generators using string concatenation extensively look awful,
since black puts each operand on a single line. We need to refactor
these generators to use more pythonic string formatting, for which
many options are available (`%`, `format` or f-strings).
- CI checks and a pre-commit hook will be added to ensure that future
buildsystem changes are well-formatted.
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