Age | Commit message (Collapse) | Author |
|
|
|
Remove Signal connect binds
|
|
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
|
|
|
|
library version (2.12.6, Ubuntu 18.04 LTS).
|
|
|
|
|
|
|
|
|
|
|
|
|
|
m4gr3d/fix_remaining_scoped_storage_regressions_main
Address remaining scoped storage regressions
|
|
- Accelerate common path used to check the storage scope for a given path
- Update the logic for the `get_as_text()` method - previous logic loads the content of a text file one byte at a time
|
|
|
|
|
|
|
|
|
|
Previously it was used only on debug builds, but recent
additions to variant_call.cpp have made that unit too
large even in release_debug.
It was originally set to debug only because using it
breaks mingw, so this only reinstates it for MSVC where
it shouldn't have any drawbacks (famous last words).
Test-Information:
Builds for me with
scons -j 40 platform=windows target=release_debug
and my game then runs from it.
|
|
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
|
|
|
|
Fixes #61023
Changing it back to how it's done on the 3.x branch fixed the text not being written properly.
|
|
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
|
|
Flush buffered input events on UWP
|
|
|
|
|
|
|
|
[X11] Do case-insensitive search for pen inversion detection
|
|
|
|
The new option is `linker` and lets the user specify the argument to
the`-fuse_ld=` linker flag directly. The supported options are:
- `default`: No change, typically uses GNU ld (bfd) unless the user or
distro picked a different default `/usr/bin/ld`.
- `bfd`: GNU ld from binutils
- `gold`: GNU gold from binutils
- `lld`: lld from LLVM
- `mold`: mold, an extremely fast modern linker, not (yet) intended for
use in production but great for development speed. Provided by distro
`mold` package or needs to be compiled from source and installed to
`/usr` otherwise.
Removes the `use_lld=yes` option, and make lld actually usable with GCC
too.
Not all the above are compatible or recommend for LTO, we recommend
using GNU ld with GCC LTO, or lld with LLVM ThinLTO.
|
|
installation.
|
|
|
|
Now the `linuxbsd` platform can be built headlessly (e.g. without X11
development libraries).
I also cleaned up some weird (old?) usages of the `env` variable which
seem to make no difference and are used nowhere else.
|
|
For some reason this fixes the CI from going OOM.
|
|
|
|
Prevent unnecessary fullscreen toggle animation on macOS, when screen is not changed
Fix window position on Linux/X11
|
|
Fixes #63029.
|
|
Fix haunted editor bug causing weird issues with mouse behaviour
|
|
Flush accumulated input events on iOS
|
|
|
|
|
|
|
|
|
|
"target" flag.
|
|
|
|
with Vulkan.
|
|
This was done by refactoring directory and file access handling for the Android platform so that any general filesystem access type go through the Android layer.
This allows us to validate whether the access is unrestricted, or whether it falls under scoped storage and thus act appropriately.
|
|
Add inversion/eraser-end property for tablet pens
|
|
InputEventMouseMotion event
|
|
|
|
Instead of reusing the custom_template/ prefix which is actually only
used for the prebuilt APK workflow, we add a new custom_build/ prefix.
This is a slight compat breakage (users will have to redo their config)
but enables us to group the Min SDK and Target SDK options where they make
sense, and avoid reusing the previously hardcoded Target SDK 30 from
Godot 3.4.
Those two options are now strings instead of integers so that we can keep
them empty by default, and show their default value using a placeholder.
So some validation has been added to make sure they are proper ints.
The upper bound on Target SDK was also removed as it's a common use case
to use it to try to target newer released SDKs. But we warn the user that
this wasn't validated by us.
The export info dialog is now exclusive so that when it doesn't auto-close,
i.e. when it errors, you don't close it by mistake by clicking outside.
Fixes #62465.
|