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2023-02-06Merge pull request #72806 from m4gr3d/add_vulkan_filter_when_necessaryRémi Verschelde
Improve logic to detect whether vulkan is used for rendering
2023-02-06Improve logic to detect whether vulkan is used for renderingFredia Huya-Kouadio
2023-02-06Merge pull request #72780 from m4gr3d/add_vulkan_filter_when_necessaryRémi Verschelde
Improve vulkan capability detection on Android
2023-02-06[X11] Fix IME window focus events.bruvzg
2023-02-05Improve vulkan capability detection on AndroidFredia Huya-Kouadio
- 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
2023-02-03Merge pull request #72624 from pkdawson/fix-last-focusRémi Verschelde
DisplayServerWindows: Update `last_focused_window` when the focused subwindow is deleted
2023-02-02Fix windowsize for fullscreen windows on windowcreation on WindowsMarkus Sauermann
Fortunately the location in the codebase was easy to find because there was a FIXME comment.
2023-02-02DisplayServerWindows: Update `last_focused_window` when the focused ↵Patrick Dawson
subwindow is deleted
2023-02-02Use a "warning" icon in `OS.alert()` on Linux/*BSDHugo Locurcio
This is the same icon as used on Windows.
2023-02-02Merge pull request #72307 from zoeesilcock/fix/splash-minimum-display-time-macosRémi Verschelde
[MacOS] Fix so that the main window is displayed before the splash screen minimum display time starts counting
2023-02-01Clean up the XR export logicFredia Huya-Kouadio
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.
2023-02-01Fix so that the main window is displayed before the splash screen minimum ↵Zoee Silcock
display time starts counting on Mac OS
2023-02-01More codespell fixes, do more changes from previous ignore listRémi Verschelde
2023-02-01Merge pull request #72495 from m4gr3d/implement_file_providerRémi Verschelde
Implement file provider capabilities
2023-02-01Merge pull request #72104 from bruvzg/popup-non-popupsRémi Verschelde
Extend special popup window handling to any non-popup child of a popup.
2023-02-01[X11] Fix IME subwindow in the popup not getting input focus.bruvzg
2023-02-01Implement file provider capabilitiesFredia Huya-Kouadio
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.
2023-01-31Merge pull request #71174 from RedMser/fix-confined-mouse-mode-updateRémi Verschelde
Fix confined mouse mode not updating on resize
2023-01-31Merge pull request #72426 from fire/4-warningsRémi Verschelde
Fixed a few godot engine 4 warnings on clang with Opengl and Windows …
2023-01-30Fixed a few godot engine 4 warnings on clang with Opengl and Windows apis.K. S. Ernest (iFire) Lee
2023-01-30Refactor high quality texture importJuan Linietsky
* 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.
2023-01-30Merge pull request #72370 from bruvzg/dead_ximRémi Verschelde
[X11] Add support for dead keys without active IME. Fix IME focus and cleanup.
2023-01-30Merge pull request #71995 from Faless/net/4.x_tls_verifyRémi Verschelde
[NET] Refactor TLS configuration.
2023-01-30[X11] Add support for dead keys without active IME. Fix IME focus and cleanup.bruvzg
2023-01-28[Net] Remove StreamPeerTLS.blocking_handshake option.Fabio Alessandrelli
Which was unused internally, and can be replaced by: ``` while tls.get_status() == tls.STATUS_HANDSHAKING: tls.poll() ```
2023-01-28[NET] Refactor TLS configuration.Fabio Alessandrelli
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.
2023-01-27Update the XR manifest configsFredia Huya-Kouadio
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
2023-01-27Merge pull request #72168 from RandomShaper/sensible_lock_returnRémi Verschelde
Booleanize various sync primitives' wait & locking methods
2023-01-27Booleanize various sync primitives' wait & locking methodsPedro J. Estébanez
2023-01-27Merge pull request #72102 from Riteo/keymapx11-scope-goodnessRémi Verschelde
Put KeyMappingX11 stuff inside its own scope
2023-01-27Fix split allow empty string in SSH export plugindaviirodrig
2023-01-26[Android] Fix virtual keyboard special keys.bruvzg
2023-01-26Merge pull request #72106 from ↵Rémi Verschelde
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
2023-01-26Fix the issue causing the Godot Android Editor to crash when returning from ↵Fredia Huya-Kouadio
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.
2023-01-26Extend special popup window handling to any non-popup child of a popup.bruvzg
2023-01-26Merge pull request #72101 from bruvzg/x11_ime_unfocusRémi Verschelde
[X11] Fix IME focus return.
2023-01-26Merge pull request #72099 from bruvzg/ime_commitRémi Verschelde
[Windows] Fix committing IME text without IME deactivation.
2023-01-26[X11] Fix IME focus return.bruvzg
2023-01-26[Windows] Fix committing IME text without IME deactivation.bruvzg
2023-01-26Put KeyMappingX11 stuff inside its own scopeRiteo
This avoids collisions with other "concurrent" key mappers.
2023-01-25Address kotlin build warningsFredia Huya-Kouadio
2023-01-25[Windows] Fix candidate window position with some third party IME engines.bruvzg
2023-01-25Merge pull request #72029 from bruvzg/x11_keycodeRémi Verschelde
[X11] Fix incorrect keycodes from non-QWERTY layouts.
2023-01-25[X11] Fix incorrect keycodes from non-QWERTY layouts.bruvzg
2023-01-25[X11] Make IME focus window input only.bruvzg
2023-01-25Merge pull request #72018 from bruvzg/x11_ime_loopRémi Verschelde
[X11] Prevent IME activation from entering infinite loop.
2023-01-25[X11] Prevent IME activation from entering infinite loop.bruvzg
2023-01-25Merge pull request #72017 from bruvzg/win_touc_no_resetRémi Verschelde
[Windows] Fix ToUnicodeEx resetting some dead key states.
2023-01-25[Windows] Fix ToUnicodeEx resetting some dead key states.bruvzg
2023-01-25Move xkbcommon dynamic loading code into generic linuxbsd folderRiteo
Since Wayland uses it too, it only makes sense to have it in the parent directory of both.