Age | Commit message (Collapse) | Author |
|
|
|
|
|
Fixed exit code retrieval of spawned processes on Windows
|
|
Change android orientations from sensor to user
|
|
Use GetExitCodeProcess() on Windows to retrieve the exit code of a process in
OS:excute()
|
|
[4.0] [iOS] Pluggable application delegate
|
|
Fix for linux joypad D-pad zeroing
|
|
Add XChangeProperty atoms validity checks.
|
|
|
|
|
|
|
|
|
|
Address new custom build logic issues
|
|
|
|
|
|
Clean up export wording to account for the different export formats.
|
|
|
|
|
|
|
|
|
|
Some controllers (notably those made by 8bitdo) do not always emit an event to zero out a D-pad axis before flipping direction. For example, when rolling around aggressively the D-pad of an 8bitdo SN30 Pro/Pro+, the following may be observed:
```
ABS_HAT0X : -1
ABS_HAT0Y : -1
ABS_HAT0Y : 0
ABS_HAT0Y : 1
ABS_HAT0X : 1
```
Notable here is that no event for `ABS_HAT0X: 0` is emitted between the events for `ABS_HAT0X: -1` and `ABS_HAT0X: 1`. Consequently, the game engine believes that both the negative _and_ positive x-axis directions of the D-pad are activated simultaneously (i.e `is_joy_button_pressed()` returns `true` for both `JOY_BUTTON_DPAD_LEFT` and `JOY_BUTTON_DPAD_RIGHT`), which should be impossible.
This issue is _not_ reproducible on all controllers. The Xbox One controller in particular will not exhibit this problem (it always emits zeroing out events for an axis before flipping direction).
The fix is to always zero out the opposite direction on the D-pad axis in question when processing an event with a nonzero value. This unfortunately wastes a small number of CPU cycles on controllers that behave nicely.
**I have verified this issue is also reproducible in the stable 3.2 branch**
|
|
[HTML5] Port inline JS code to libraries, AudioWorklet support.
|
|
Rewrote AudioDriverJavaScript to support multiple processor nodes.
The old (and deprecated) ScriptProcessorNode when threads are not
available, and the new AudioWorklet API when threads are enabled.
The new implementation uses two ring buffers and a shared state to
communicated with the AudioWorklet thread.
The audio.worklet.js JavaScript file is always added to the export
template, but only really used (and downloaded) in the thread build.
|
|
Plugins can use 'binary_name.a' or 'binary_name.release.a' and 'binary_name.debug.a' for plugin library.
|
|
Added plugin configuration.
Export options now use plugins that could be enabled/disabled.
Plugin changes are observed at runtime.
|
|
|
|
Moved previously builtin modules 'GameCenter', 'AppStore', 'iCloud' to separate modules to be represented as plugin.
Modified 'ARKit' and 'Camera' to not be builtin into engine and work as plugin.
Changed platform code so it's not affected by the move.
Modified Xcode project file to remove parameters that doesn't make any effect.
Added basic '.gdip' plugin config file.
|
|
The API is implemented in javascript, and generates C functions that can
be called from godot.
This allows much cleaner code replacing all `EM_ASM` calls in our C++
code with plain C function calls.
This also gets rid of few hacks and comes with few optimizations (e.g.
custom cursor shapes should be much faster now).
|
|
|
|
Variant: Rename Type::_RID to Type::RID
|
|
The underscore prefix was used to avoid the conflict between the `RID` class
name and the matching enum value in `Variant::Type`.
This can be fixed differently by prefixing uses of the `RID` class in `Variant`
with the scope resolution operator, as done already for `AABB`.
|
|
`debug_symbols=yes` will now behave like `debug_symbols=full` did
before. The difference in compressed file sizes is not that large,
which means there isn't much point in having two different values.
This helps make the buildsystem easier to understand.
|
|
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
|
|
The size of the audio buffer was incorrectly doubled when creating the
script processor.
latencyHint is expressed in seconds, not milliseconds.
Additionally, on some browsers it actually affect the performance and
stability of the audio driver.
For this reason it has been completely disabled (interactive) and a not
has been left for future reference.
|
|
Use LONG instead of DWORD (unsigned int) when interacting with DIJOFS constants
|
|
|
|
Changed path behaviour for Windows
|
|
# Conflicts:
# platform/android/java/lib/src/org/godotengine/godot/GodotIO.java
|
|
|
|
Support mouse events on Android
|
|
constraints for native code editor support.
|
|
|
|
Vulkan: Make validation layers optional
|
|
Release .build_version file handle in Android custom build export
|
|
Changed shell_open behaviour
|
|
|
|
|
|
They're now disabled by default, and can be enabled with the command line
argument `--vk-layers`.
When enabled, the errors about them being missing are now warnings, as
users were confused and thought this meant Vulkan is broken for them.
Fix crash in `~VulkanContext` when validation layers are disabled (exposed by
this PR since before they could not be disabled without source modification).
Also moved VulkanContext member initializations to header.
Fixes #37102.
|
|
|
|
|