Age | Commit message (Collapse) | Author |
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- Rename all instances of `capture_start()` and `capture_end()` to their new
names. Fixes #72892.
- More internal renames to match what was started in #69120.
- Use `override` consistently so that such refactoring bugs can be caught.
- Harmonize the order of definition of the overridden virtual methods in each
audio driver.
- Harmonize prototype for `set_output_device` and `set_input_device`.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Downgrade the vulkan abort logic to a warning
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This addresses issues where some drivers are reporting they don't meet the vulkan hardware level 1 support requirements even though they render as expected when the check is removed.
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return focus.
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Rename Godot's 'custom build' to 'gradle build' to better reflect the underlying build process
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Improve logic to detect whether vulkan is used for rendering
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Improve vulkan capability detection on Android
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- Add runtime check and abort when the device doesn't meet the requirements for vulkan support
- Add filters to the AndroidManifest when exporting with a vulkan renderer
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DisplayServerWindows: Update `last_focused_window` when the focused subwindow is deleted
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Fortunately the location in the codebase was easy to find because there
was a FIXME comment.
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subwindow is deleted
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underlying build process.
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This is the same icon as used on Windows.
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[MacOS] Fix so that the main window is displayed before the splash screen minimum display time starts counting
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Remove the XR export logic from the legacy build system:
- On Android, Godot 4 export requires the use of Android plugins which are not supported by the legacy build system
- Provides added flexibility for configuring the Android manifest for XR specific capabilities.
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display time starts counting on Mac OS
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Implement file provider capabilities
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Extend special popup window handling to any non-popup child of a popup.
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The previously used file sharing api was restricted after Android N causing the engine to crash whenever used on devices running Android N or higher.
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Fix confined mouse mode not updating on resize
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Fixed a few godot engine 4 warnings on clang with Opengl and Windows …
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* Only two texture import modes for low/high quality now:
* S3TC/BPTC
* ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.
This solves the following problems:
* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
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[X11] Add support for dead keys without active IME. Fix IME focus and cleanup.
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[NET] Refactor TLS configuration.
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Which was unused internally, and can be replaced by:
```
while tls.get_status() == tls.STATUS_HANDSHAKING:
tls.poll()
```
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Use a TLSOptions configuration object which is created via static
functions.
- "TLSOptions.client": uses the standard CA and common name verification.
- "TLSOptions.client_unsafe": uses optional CA verification (i.e. if specified)
- "TLSOptions.server": is the standard server configuration (chain + key)
This will allow us to expand the TLS configuration options to include
e.g. mutual authentication without bloating the classes that uses
StreamPeerTLS and PacketPeerDTLS as underlying peers.
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Remove the ones provided automatically by the loaders, and the ones enabled by the default on the platform.
Fixes https://github.com/GodotVR/godot_openxr_loaders/issues/19
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Booleanize various sync primitives' wait & locking methods
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Put KeyMappingX11 stuff inside its own scope
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m4gr3d/fix_godot_android_editor_4_crash_after_running_game
Fix the issue causing the Godot Android Editor to crash when returning from the launched and running game
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the launched and running game
The issue was caused because the running game pid was not set, and thus had a value of `0`. When trying to stop the running game, the `EditorRun::stop()` logic would kill the process with pid 0, which on Android corresponds to the running app's own process, thus causing the editor to crash.
This issue did not happen on Godot 3 because pid with value of `0` are not considered valid.
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[X11] Fix IME focus return.
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[Windows] Fix committing IME text without IME deactivation.
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This avoids collisions with other "concurrent" key mappers.
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[X11] Fix incorrect keycodes from non-QWERTY layouts.
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