Age | Commit message (Collapse) | Author |
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Add OS::is_userfs_persistent, allow starting HTML5 platform in private mode
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Extract logging logic
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Allows starting HTML5 export when IndexedDB is not available.
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FileSystemDock will now remove files/dirs to trashcan using OS::move_to_trash
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Merged iphone and osx audio drivers into drivers/coreaudio
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Previously WebAssembly.compile was used along with the secondary
WebAssembly.instantiate overload. Using only the primary overload is
recommended to get best performance.
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use the number of jobs indicated by -j
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Add types to scons command-line options
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- The export process now builds complete .ipa on macOS, instead of just
creating XCode project.
- The project includes Capabilities games usually require: Game Center,
Push Notifications, In-App Purchase.
- Icons and launch screens can be specified in export preset.
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Previously logging logic was scattered over OS class implementations
with plenty of duplication. Major changes in this commit:
- Extracted logging logic into a separate Logger hierarchy. It allows
easy configuration of logging mechanism depending on compile-time or
run-time configuration.
- Implemented RotatedFileLogger which is usually used with StdLogger,
providing persistency of logs. It is often important to be able to
obtain logs of the game even in production to be able to understand
what happened prior to some problem. On mobile there previously was
no way to obtain the logs aside from having the device connected to
your machine.
- flush() is not performed in release mode for every logged line. It
is only performed for errors.
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Fix gcc lto
[ci skip]
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Enable building against system zstd.
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This release hides many struct members which provides easier forward
compatibility but is a break from previous releases. A few small macros
provide compatibility between both 1.1.0 and 1.0.x.
Fixes #8624.
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This repairs LTO on X11 and adds it to MingW targets. The difference in
linktime is substantial, but runtime performance is quite a bit better.
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Fix TrustManager for Android
[ci skip]
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Create separate debug info files by default
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X11 - Adding borders back to a borderless window was not working.
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Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:
* pos -> position
* rot -> rotation
* loc -> location
C++ variables are left as is.
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Set Android minSdkVersion to 18
[ci skip]
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It's the minimum version where GLES 3 API is available. It is already
the version Godot binary is compiled with for Android, but the config
files were not updated in time.
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Regression from 844c5e12e664e3212feacc9ee3200e116556fbc7
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Fix crash when no audio driver is available
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Now that we have a built-in stacktrace on a segfault it would be useful
to have debug information on debug_release builds so that bugreports can
include this information. Without this debug info we will still get
function names in the backtrace but not file location.
This commit will by default build all targets with minimal debug info
and then strip the information into separate files. On MacOS this is a
.dSYM file, on Linux/MingW this is a .debug file. MacOSX will
automatically load a dSYM file if it exists in its debugger. On
Linux/MingW we create a 'gnu debuglink' meaning that gdb and friends
will automatically find the debug symbols if they exist.
Existing workflow for developers does not change at all, except that we
now create two instead of one build artifact by default.
This commit also adds a 'debug_symbols' option to X11, MacOS, and MingW
targets. The default is 'yes' which corresponds to -g1. The alternatives
are 'no' (don't generate debug infos at all) or 'full' which runs with
-g2. A target=debug build will now build with -g3.
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Fix enums bindings
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Seems like this property isn't present on some gamepads...
Fixes #10958
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Add missed bindings for enums
Move some enums to class to have correct output of api.json
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Fixed loading package from resource folder, exporting textures to bun…
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[ci skip]
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