Age | Commit message (Collapse) | Author |
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The loaders have been generated through hpvb's dynload-wrapper, although
they had to be heavily handpatched to workaround some already reported
issues with it. I added a note to each generated file to account for
that.
As GLAD uses X11 stuff directly, I had to define the GLAD_GLX_NO_X11
macro to not let do it that, and handle myself the display loading and
screen handling part myself, which wasn't that hard but it's still
something worth saying.
I plan to improve greatly the X11 backend (including this aspect) but,
as the release isn't that far and I'm also working on the Wayland
backend, this will do for now, I hope.
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[macOS] Improve maximized and non-resizable modes handling.
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Get WebXR fully working in Godot 4!
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for notarization.
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Add necessary build flags and switch from using a
GLES2 context to a GLES3 one.
This also enables building for OpenXR
Co-authored-by: m4gr3d <fhuyakou@gmail.com>
Co-authored-by: dsnopek <dsnopek@gmail.com>
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passing in from main.
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[MSVC] Use symbols from .pdb only, to avoid incorrect names in the backtrace when symbols are missing.
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[Windows] Optimize editor icon, use different icon for console executable.
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when symbols are missing.
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[Windows] Fix joypad crash
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Improve feature errors in HTML5 for easier understanding
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[iOS] Fix getting Unicode executable path, fix error spam on start.
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Improves the base functionality for the Android platform and helps reduce the amount of spurious error logs emitted.
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We would needlessly get file names like `*.arm64.armv8.o`.
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[macOS] Dynamically attach and detach transient windows to allow them to stay on top of parent and be moved to another screen.
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stay on top of parent and can be moved to another screen.
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Fix that the exitcode is never set.
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Regenerate Windows icon on export to ensure correct icon size order.
Add support for using PNG/WebP/SVG files as an icon for Windows exports.
Allow using WebP/SVG files as icon for macOS exports.
Add option to select generated icons interpolation, and set default interpolation to Lanczos.
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Boolean stringification changed in Godot 4.0.
Fixes #67034.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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[iOS] iOS export improvements.
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[macOS] Update activation hack to work on Ventura.
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Add export options to set Settings and Notification icons on export.
Automatically fill background of the app store icon instead of failing (with warning).
Update development region to use `en` instead of `English`.
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"!classes.has(ti.inherits)" error spam on start.
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Fixes #68722.
Co-authored-by: alcomposer <alex.w.mitchell@gmail.com>
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Set vsync on window creation when using GLES3
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Add vsync to Windows platform
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console wrapper on export.
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This is accomplished through the addition of a GLAD GLX loader in the
`thirdparty` directory.
This is another step towards a nice Wayland/X11 interoperation.
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[macOS] Automatically detect MoltenVK libs installed via homebrew and macports.
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[fontconfig] Reject font substitutes if non-alias name was used.
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Regenerate GL loader code with GLAD 2
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Cache OS_LinuxBSD::get_system_dir
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Remove redundant non-trivial Variant types initializations
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GLAD 1 creates unusable loaders for EGL, while the newly released GLAD 2
does not, so for consistency I thought that it would be a good idea to
uniform things beforehand. While it had some API changes some renames
were all that was needed and everything works like before, at least on
the Wayland branch.
I've kept the structure identical, although this new generator has quite
a few hefty features, such as a single header mode.
I've also added GLAD to `thirdparty/README.md`, but I haven't specified
that in the commit title because it's a very small "fix".
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- Ensure all strings with ellipsis end with 3 periods instead of 2.
- Fix extraneous period in "Error calling from signal '...' to callable"
messages.
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Somehow I missed the failing CI report from trailing whitespace.
Fixed a couple typos found by codespell while at it, and misc
trailing semicolons in one of the files.
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