Age | Commit message (Collapse) | Author |
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Use the Unicode multiplication symbol where relevant
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Key, touch and joystick events will be passed directly from the UI thread to Godot, so they can benefit from agile input flushing.
As another consequence of this new way of passing events, less Java object are created at runtime (`Runnable`), which is good since the garbage collector needs to run less.
`AndroidInputHandler` is introduced to have a smaller cross-thread surface. `main_loop_request_go_back()` is removed in favor just inline calling `send_window_event()` at the most caller's convenience (i.e., leveraging the new `p_deferred`` parameter as appropriate).
Lastly, `get_mouse_position()` and `get_mouse_button_state()` now just call through `Input` to avoid the need of sync of mouse data tracked on the UI thread.
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Input buffering is implicitly used by event accumulation, but this commit makes it more generic so it can be enabled for other uses.
For desktop OSs it's currently not feasible given main and UI threads are the same).
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- API has been simplified: all events now go through `parse_input_event()`. Whether they are accumulated or not depends on the `use_accumulated_input` flag.
- Event accumulation is now thread-safe (it was not needed so far, but it prepares the ground for the following changes).
- Touch drag events now support accumulation.
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Resolve issue where the Godot app remains stuck when resuming.
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Upgrade Vulkan Memory Allocator, use Volk on Android
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Supported on Android 10 and higher.
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This was caused by the fact that a new instance of Godot was created at resume while a previous instance already existed.
The previous instance would then go through its cleanup lifecycle, and would thus attempt to close the entire app, leading to the system to restart the app, thus starting the cycle anew.
The fix involves reusing the previous instance of Godot if one is available instead of creating a new one, as well as giving control to the host activity for how the process should be terminated.
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We no longer build the Vulkan loader, and volk lets us load it dynamically.
Roblox uses volk on Android so it should work well for us too.
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Adds factor data for vertical mousewheel event, in line with horizontal mousewheel event
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[macOS] Add "debugging" (`get-task-allow`) to the export options.
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using native debugger.
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ref: https://lgtm.com/projects/g/godotengine/godot/?mode=tree&ruleFocus=910088
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Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
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path option, use xcframework instead of static framework).
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Fix popup closing immediately after showing on some Linux WMs
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When a popup is going to be closed, switch focus to the parent only if
the popup is still being focused.
Fixes some cases with specific WMs where due to the order of events, a
new popup could be immediately unfocused because a previously opened
and closed popup is switching focus to the parent.
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build system.
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Increase the number of arguments accepted by UndoRedo methods
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* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.
This is part of ongoing work to optimize GUI and the editor.
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Added ability to load Android build sources from file.
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Non-threads build are broken anyway.
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* If not present, the dialog asks to load build sources from a file.
* The export templates check now also verifies that build sources are installed and skips the template check.
This makes Android development easier.
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The XR API changed a bit, and it's not just a rename, though probably an
easy update for someone who is qualified :).
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Was looking for misuse of module headers without checking that the module is
actually enabled and got carried away...
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godot-joe/fix-ambiguous-variant-on-debian-10-build
Fixes ambiguous variant error for build on Debian 10 (Buster) using clang v7
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Clear ConfigFile parameter before loading new file.
Ignore duplicate input plist keys
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[HTML5] Raise default initial memory to 32 MiB.
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