Age | Commit message (Collapse) | Author |
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Validation layers on Android
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SilverCreekEntertainment/add-uwp-export-project-notifier
Fix EditorExportPlugin _export_begin and _export_end functions not being called when exporting UWP
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APK" error and improve command output logging.
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called when exporting UWP
in uwp's version of export.cpp create a ExportNotifier object so that EditorExportPlugin _export_begin and _export_end functions will be called as documentated.
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Add support for forwarding callbacks from Godot's parent activity
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`requestCode` and deprecate support for forwarding callbacks from Godot's parent activity.
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According to project settings and when WebGL2 is not available.
This does nothing in current master, as we have no rendering yet!
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We were using `Content-Length` from the server when `Content-Encoding`
was not set (i.e. response was not compressed).
Sadly, in CORS requests accessing headers is restricted, and while
`Content-Length` is enabled by default, `Content-Encoding` is not.
This results in the impossibility of knowing if the content was
compressed, unless the server explicitly enabled the encoding header
via `Access-Control-Expose-Headers`.
To keep maximum compatibility we must disable `body_size` completely.
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Regression from the library refactoring, binding and not calling is
pretty useless 'o_o.
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Promise chaining the emscripten module `then` function breaks it badly,
causing an infinite loop.
I'm unsure about the source of the issue, but most likely at this point
is due to the old emscripten version (I remember very old html5 builds
having issue with promise chaining too).
With this commit, we no longer use the module as a promise, and
instantiate it using `Promise` objects directly for compatibility.
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Rename Texture.get_data() to get_image()
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specified.
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[HTML5] Fix loading when mime-type is missing.
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Allow to not optimize release build
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Should not write patch version when it's `0`.
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`WebAssembly.instantiateStreaming` requires the mime-type to be
`application/wasm`, but some servers (including most debug servers) do
not provide the content-type header.
This commit forces it via JavaScript, by creating a `Response` object
with the `wasm` content, and explicitly defined `content-type` header.
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Working on fixes for Android and Vulkan
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- creating Vulkan context instead of OpenGL
- checking for validity of ENV in wrapper classes
- fix for access to JavaVM from threads
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Converted sensor acceleration units to m/s² on iOS and UWP
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This is beacuse on Android these values are already in m/s^2 while on
iOS and UWP they are in g. This just makes the behaviour consistent on
all platforms.
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plugin methods.
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Add parameter checks to FileAccess get_buffer functions
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Add `use_asan` option for MSVC to enable AddressSanitizer
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Replace malloc's with Godot's memalloc macro
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Fixes small typos and grammar correction
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Exposes AddressSanitizer support in MSVC compiler. Can be installed via individual
components in the Visual Studio 2019 Installer.
Disabled by default. Compile the engine with `scons use_asan=yes`.
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With a very nice hack, a new hidden configuration option that delays
dropped files removal at exit.
This still leaks while the project manager is running, but will clear
memory as soon as it exits or load something.
(reminder, dropped files are reguarly removed after the signal is
emitted specifically to avoid leaks, but I prefer hacking the HTML5
config then the project manager).
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Added as an export option "Experimental Virtual Keyboard".
There is no zoom, so text/line edit must be in the top part of the
screen, or it will get hidden by the virtual keyboard.
UTF8/Latin-1 only (I think regular UTF-8 should work out of the box in
4.0 but I can't test it).
It uses an hidden textarea or input, based on the multiline variable,
and only gets activated if the device has a touchscreen.
This could cause problems on devices with both touchscreen and a real
keyboard (although input should still work in general with some minor
focus issues). I'm thinking of a system to detect the first physical
keystroke and disable it in case, but it might do more harm then good,
so it must be well thought.
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It used to be updated before the first iteration, causing the
window/viewport size values to be incorrect during the initialization
phase (e.g. during the first `_ready` notification).
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