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2018-03-26Merge pull request #17760 from eska014/html5-refactorRémi Verschelde
Refactor HTML5 platform build script
2018-03-26Refactor JavaScript platform build scriptLeon Krause
2018-03-23Revert "Implement OS_OSX::execute"bruvzg
This reverts commit e42576548f2c0ae2c6cb24ce2b0437ffb8978d65.
2018-03-22Fix dragging window from non-retina to retina display.bruvzg
2018-03-22Fix several in-class initialization clang warningMarcelo Fernandez
2018-03-21Merge pull request #17653 from eska014/rwlock-dummyRémi Verschelde
Add RWLockDummy for NO_THREADS builds
2018-03-21Prevent android to split-screenXavier Sellier
2018-03-20Merge pull request #17645 from volzhs/android-device-infoRémi Verschelde
Fix getting Android device information
2018-03-20Fix getting Android device informationvolzhs
Fix #17644
2018-03-20Add RWLockDummy for NO_THREADS buildsLeon Krause
2018-03-19Implement OS_OSX::executebruvzg
2018-03-18Disable Emscripten assertions in release_debug buildsLeon Krause
The messages generated by some assertions can be confusing to users.
2018-03-16Fix typo in engine.jsLeon Krause
2018-03-15Fix MinGW cross-buildbruvzg
2018-03-15Added missing import BoolVariableBastiaan Olij
Didn't like the missing BoolVariable :)
2018-03-15Check only for WebGL 1.0, move test to HTML fileLeon Krause
Whether to use WebGL 1.0 or 2.0 can only be determined at runtime after reading project settings, so check for the lower version. The test is now in the HTML file, so if desired WebGL 2.0 can be checked early by changing the behaviour there.
2018-03-13Enable SCons to autodetect Windows MSVC compilerGary Oberbrunner
SCons has good compiler detection logic for MSVC compilers. Up to now, Godot hasn't used it; it depends on passed-in OS environment vars from a specific Visual Studio cmd.exe windows. This makes it harder to build from a msys or cygwin shell. This change allows SCons to autodetect Visual Studio unless it sees VCINSTALLDIR in the os.environ. It also adds a 'msvc_version' arg for manual specification of compiler version, and uses the existing 'bits' arg to specify the target architecture. More detail could be added as desired. It also adds 'use_mingw' to always use mingw, even if Visual Studio is installed. That uses the existing mingw setup logic. If people are used to building Godot in a Visual Studio cmd window, this should not change the behavior in that case, since VCINSTALLDIR will be set in those windows. (However, note that you could now unset that var and build with any other MSVC version or target arch, even in that window.) I refactored much of platform/windows/detect.py during this, to simplify and clarify the logic. I also cleaned up a bunch of env var settings in windows/detect.py and SConstruct to use modern SCons idioms and simplify things. I suspect this will also enable using the Intel compiler on Windows, though that hasn't been tested.
2018-03-13Merge pull request #17311 from marcelofg55/export_err_checksRémi Verschelde
Improved error checking at EditorExportPlatformPC::export_project
2018-03-13Merge pull request #17440 from viktor-ferenczi/issue-5042Rémi Verschelde
Properly closing all files in Python build code
2018-03-13fix iOS build - error due to GLES2 missing include (with the advice from ↵Yannick Le Duc
bruvzg[m] on irc)
2018-03-11Properly closing all files in Python codeViktor Ferenczi
2018-03-07Reinstate WebGL 1.0 driver in HTML5 platformLeon Krause
2018-03-06Improved error checking at EditorExportPlatformPC::export_projectMarcelo Fernandez
2018-03-06Explicitly set OpenGL profile to core (X11, Windows).bruvzg
Enable GLES2 on Windows.
2018-03-04Clean and expose get_audio/video_driver_* funcs on OS classMarcelo Fernandez
2018-03-04SCons: Fix linking system pcre2 on server platformRémi Verschelde
Fixes #17245.
2018-03-03Modify OSX can_export logic to match the logic from ↵Marcelo Fernandez
EditorExportPlatformPC::can_export
2018-03-03Hack to force macOS window activation for non-bundled app.bruvzg
2018-03-02Merge pull request #17158 from bruvzg/gles2_driver_selectRémi Verschelde
[GLES2] Renderer selection improvement
2018-03-02GLES2 renderer support on macOS.bruvzg
2018-03-02Fix `--help` output, allow renderer override from command line ↵bruvzg
(`--video-driver`).
2018-03-01Merge pull request #17133 from bruvzg/macos_fix_webm_optimRémi Verschelde
[Build] Fix WebM (libvpx) SIMD optimizations on macOS.
2018-03-01add GLES 2 renderer for 2Dkarroffel
This commit adds a new rendering backend, GLES2, and adds a project setting to enable it. Currently this backend can only be used on the X11 platform, but integrating into other platforms is planned.
2018-03-01Merge pull request #17058 from marcelofg55/minmax_windowsRémi Verschelde
Fixed Windows ignoring minimized/maximized status set by user
2018-03-01Merge pull request #17137 from endragor/fix-audio-init-crashRémi Verschelde
Fix intermittent audio driver crash during startup on Android
2018-03-01Fix intermittent audio driver crash during startup on AndroidRuslan Mustakov
set_pause can be called before the driver is initialized, and there already is a check for that. The problem is that the 'active' field was not initialied in the constructor, which lead to it having an undefined value.
2018-03-01Fix WebM SIMD optimizations on macOS.bruvzg
2018-03-01Fix server build on FreeBSDFabio Alessandrelli
2018-02-28Fix various valgrind reported uninitialized variable usesHein-Pieter van Braam
2018-02-27Android: Mark GLES3 as required in the manifestRémi Verschelde
Fixes #17076.
2018-02-26Fixed Windows ignoring minimized/maximized status set by userMarcelo Fernandez
2018-02-25Add missing return statements (iOS and server).bruvzg
2018-02-24Merge pull request #16901 from jandrewlong/ios-restore-purchasesRémi Verschelde
add restore purchases for ios
2018-02-23Refactor version macros and fix related bugsRémi Verschelde
The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were several places hardcoding their own variant of the version string, potentially with bugs (e.g. forgetting the patch number when defined). The new logic defines: - VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1) - VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch', depending on whether the latter is defined (e.g. 3.1.4) - VERSION_FULL_CONFIG, which contains the version status (e.g. stable) and the module-specific suffix (e.g. mono) - VERSION_FULL_BUILD, same as above but with build/reference name (e.g. official, custom_build, mageia, etc.) Note: Slight change here, as the previous format had the build name *before* the module-specific suffix; now it's after - VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed with "Godot v" for readability Bugs fixed thanks to that: - Export templates version matching now properly takes VERSION_PATCH into account by relying on VERSION_FULL_CONFIG. - ClassDB hash no longer takes the build name into account, but limits itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant for the API hash). - Docs XML no longer hardcode the VERSION_STATUS, this was annoying. - Small cleanup in Windows .rc file thanks to new macros.
2018-02-22add restore purchases for iOSJ Andrew Long
2018-02-22server: Add support for statically linking libgcc and libstdc++Rémi Verschelde
2018-02-21Fix typos with codespellluz.paz
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
2018-02-20Link bcrypt lib in window and UWPFabio Alessandrelli
2018-02-19Fix previous commit, "bits" still needed for buildsystemRémi Verschelde
2018-02-19OSX: Remove unnecessary bits assignmentRémi Verschelde