summaryrefslogtreecommitdiff
path: root/platform
AgeCommit message (Collapse)Author
2020-05-05Address `OS.request_permissions()` bug when non-platform permission(s) is ↵Fredia Huya-Kouadio
included
2020-05-03[Linux/Windows] Set pressure to 1.0f when primary button is pressed and ↵bruvzg
device is not pressure sensitive.
2020-05-03Merge pull request #37756 from madmiraal/fix-x11-pressure-tiltRémi Verschelde
Fix X11 pressure and tilt values.
2020-05-01Merge pull request #37414 from Schroedi/fix_html_mouse_inputFabio Alessandrelli
Move wheel handlers from window to canvas element in HTML
2020-04-29Merge pull request #37802 from ThakeeNathees/window-position-bug-osx-x11Rémi Verschelde
display server window position bug fix
2020-04-28Rename InputFilter back to InputRémi Verschelde
It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690.
2020-04-28Merge pull request #37193 from madmiraal/fix-android-export-unicode-errorsRémi Verschelde
Fix Android export throwing Unicode errors.
2020-04-28Move mouse wheel handler from window to canvas element in HTMLChristoph Schröder
Similar to https://github.com/godotengine/godot/pull/36557 At least in chrome, the following error is printed for each mouse wheel rotation: [Intervention] Unable to preventDefault inside passive event listener due to target being treated as passive. See https://www.chromestatus.com/features/6662647093133312 This PR moves the handler to the canvas and thereby fixes the error. Tested on: Chrome and Firefox (MacOS), Firefox, Chrome(Android), Safari (IPad + MacOS)
2020-04-27Merge pull request #38253 from nekomatata/bullet-update-2.90Rémi Verschelde
Update to bullet master (2.90)
2020-04-27Update to bullet master (2.90)PouleyKetchoupp
2020-04-26Windows: Appease capricious MSVC versions with moody headersRémi Verschelde
Fixes #37799. Fixes #37986.
2020-04-26[macOS] Re-add define for build with 10.14 SDK, remove unsupported 10.12 checks.bruvzg
2020-04-26Merge pull request #35382 from Calinou/html5-export-title-tagMax Hilbrunner
Set the `title` tag in the HTML5 export immediately
2020-04-24Fix detection logic for the Android sdk pathFredia Huya-Kouadio
The previous logic used the 'tools' directory within the Android sdk to validate it. That directory was recently deprecated and removed from the Android sdk folder (https://developer.android.com/studio/releases/sdk-tools)
2020-04-23Fix Android templates size regressionFredia Huya-Kouadio
The issue was caused by PR #36906 which changes prevented the generated shared libraries from being stripped. Since the change is only needed for development (debugging) purposes, it's commented out by default.
2020-04-22Set the `title` tag in the HTML5 export immediatelyHugo Locurcio
This makes the project title display without having to wait for the project to finish loading.
2020-04-16Merge pull request #37895 from qarmin/more_leak_fixesRémi Verschelde
Fixes leaks in ResourceCache, Vulkan and X11
2020-04-15Migrate legacy apache dependency to the GodotPayment pluginfhuya
This is the only location in the codebase where it's being used, so no need to make the main lib have a dependency on it.
2020-04-15Fixes leaks in ResourceCache, Vulkan and X11qarmin
2020-04-14Android: Bump build tools to 29.0.3Rémi Verschelde
2020-04-13Delete unused drawable resources.fhuya
2020-04-13Validate supported architectures when exporting to AndroidSkyJJ
2020-04-11display server window position bug fix (#37323)Thakee Nathees
2020-04-10Add signal support to Godot Android plugin:fhuya
Supports registering and emitting signal from a Godot Android plugin
2020-04-10Merge pull request #37256 from m4gr3d/add_custom_build_gradle_settingsRémi Verschelde
Update Android custom template build configuration
2020-04-10Fix X11 pressure and tilt values.Marcel Admiraal
2020-04-10Merge pull request #37745 from nekomatata/vulkan-warnings-androidRémi Verschelde
Fix extra warnings in Android build
2020-04-10Fix extra warnings in Android buildPouleyKetchoupp
2020-04-10Fix loss of precision in X11 device info.Marcel Admiraal
2020-04-08Display Server supportPouleyKetchoupp
2020-04-07Update Android custom template build configuration.fhuya
2020-04-03Vulkan rendering for AndroidPouleyKetchoupp
2020-04-02Merge pull request #37533 from akien-mga/gradle-downgrade-3.5.3Rémi Verschelde
Android: Downgrade gradle plugin to 3.5.3
2020-04-02Android: Downgrade gradle plugin to 3.5.3Rémi Verschelde
With the NDK installed locally, gradle plugin 3.6.0 seems to enforce a specific older NDK version, and will fail building if you don't have it installed with: ``` No version of NDK matched the requested version 20.0.5594570. Versions available locally: 21.0.6113669 ``` Upstream issue: https://github.com/gradle/gradle/issues/12440
2020-04-02Merge pull request #37525 from lupoDharkael/replace-0LRémi Verschelde
Replace 0L with a casted nullptr
2020-04-02Replace 0L with a casted nullptrlupoDharkael
2020-04-02Replace more occurrences of NULL with nullptrRémi Verschelde
2020-04-02Replace NULL with nullptrlupoDharkael
2020-04-02Merge pull request #37504 from qarmin/out_of_bound_cursorRémi Verschelde
Fix array out of bounds access caused by uninitialised variables
2020-04-01Fix out of bound array access caused by unassigned variableRafał Mikrut
2020-04-01Fix Clang warnings on WindowsRémi Verschelde
Fixes #37490.
2020-03-31Fix exporting corrupted Xcode pbxproj if project name has spacesIgnacio Etcheverry
2020-03-31Mono/C#: Add iOS supportIgnacio Etcheverry
Right now, games only work on devices when exported with FullAOT+Interpreter. There are some issues left that need to addressed for FullAOT alone. Right now, it's giving issues with the Godot.NativeCalls static constructor.
2020-03-30SCons: Format buildsystem files with psf/blackRémi Verschelde
Configured for a max line length of 120 characters. psf/black is very opinionated and purposely doesn't leave much room for configuration. The output is mostly OK so that should be fine for us, but some things worth noting: - Manually wrapped strings will be reflowed, so by using a line length of 120 for the sake of preserving readability for our long command calls, it also means that some manually wrapped strings are back on the same line and should be manually merged again. - Code generators using string concatenation extensively look awful, since black puts each operand on a single line. We need to refactor these generators to use more pythonic string formatting, for which many options are available (`%`, `format` or f-strings). - CI checks and a pre-commit hook will be added to ensure that future buildsystem changes are well-formatted.
2020-03-28Fix copyright headers for recently added filesRémi Verschelde
2020-03-28Fixed missed occurrences in #37361 renamings.dankan1890
2020-03-27Renaming of servers for coherency.Juan Linietsky
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
2020-03-26Prevent recursive `_dispatch_input_event` calls, improve focus regain on ↵bruvzg
window deletion.
2020-03-26Add macOS DisplayServer implementation.bruvzg
Change global menu to use Callable, add support for check items and submenus.
2020-03-26Fixes to X11, still pretty brokenJuan Linietsky