Age | Commit message (Collapse) | Author |
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get_datetime_* functions can return wrong values
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Disable dark mode title bar on Windows 10.
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Fix some errors affecting the Web editor
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Instead of updating all viewports, then blitting all viewports
to the backbuffer, then swapping all buffers, we run through
all viewports and render, blit, and swap backbuffer before
going to the next viewport.
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This is necessary to separate subsequent uploads to the Google Play store as each upload needs to increment the version code.
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- Don't warn about minimized/maximized modes not being available.
- Blender and FBX export both depend on running thirdparty applications,
which can't be done (easily at least) for Web and Android editors.
- Editor theme complained about not being able to retrieve texture data
for an icon. It was only used once so instead of flipping at runtime,
let's just add a flipped icon.
Part of #65702.
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- "Definitive" fix for ENOENT randomly disappearing from emscripten.
- Proper shutdown when setup fails.
- Re-enable WebGL explicit buffer swap.
- Re-enable optional per-pixel transparency.
- Add type cast to make closure compiler happy.
- Remove emscripten Safari WebGL workaround.
- Improve AudioWorklet cleanup.
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Enable ANSI escape code processing on Windows 10 and later
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Adds support for LTO on macOS and Android. We don't have much experience
with LTO on these platforms so for now we keep it disabled by default
even when `production=yes` is set.
Similarly for iOS where we ship object files for the user to link in
Xcode so LTO makes builds extremely slow to link.
`production=yes` defaults to full LTO.
ThinLTO is much faster for LLVM-based compilers but seems to produce
bigger binaries (at least for the Web platform).
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Fix key mapping changes when moving from macOS to other platform.
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[Net] Rename "ssl" references to "tls" in methods and members.
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Fix issue causing the project manager to crash because of missing path argument
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In the process, the initialization logic is updated to show an error message and gracefully close the engine when setup errors occur.
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Fix the bug causing the editor to crash when running the project.
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Removes separate `Command` key (use `Meta` instead).
Adds an event flag to automatically remap `Command` <-> `Control` (cannot be set alongside `Control` or `Meta`).
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We now have a working OpenGL3/WebGL2 renderer, but extra work is needed
in project manager and editor to simplify the creation of OpenGL3
projects.
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Rename JavaScript singleton to JavaScriptBridge
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SSL has been deprectated almost 10 years ago.
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Replace AABB/Rect2/Rect2i has_no_* methods with has_* methods
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Fixes a crash due to an Xlib error, as well as ensures that Godot
holds the correct size of the window after window modes have been
applied, before exiting the DisplayServerX11 constructor. This ensures
the bootsplash will be displayed with the correct dimensions.
Fixes #65320
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Re-enable per-pixel transparency support on Linux, macOS, and Windows.
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Fix dropped XEvents early in main window lifetime.
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Vulkan and OpenGL rendering drivers).
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- Use `org.freedesktop.appearance color-scheme` to support system dark mode.
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focused window instead of main.
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The DisplayServerX11 constructor processes pending events shortly
after constructing the main window. However, it discards pending events
on the event queue that it is not interested in. This results in these
events never making it to the main events thread and as a result are
never processed. We need to save the events we don't handle in
DisplayServerX11 so that they can be resent for later handling by the
events thread.
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Fix minimize/maximize not taking effect in X11.
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Windows). Add support for dark mode title bar on Windows.
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Additional fixes to the Android `get_current_dir()` implementation.
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[Web] Require threads, rtti, allow optimize=speed.
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Attempts to construct an X11 window in an initial state of
minimized/maximized would fail due to the window being unmapped.
We simply check for failed mode changes during an unmap and reapply
them if necessary.
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Update export names (web[_dlink]_[release|debug].zip).
The Build with dynamic linking is broken due to high number of imports
in output wasm (likely emscripten regression issue 15487).
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Attempts to set a Godot window to fullscreen prior to the window being
mapped would silently fail. This commit uses
_window_fullscreen_check to test if a window had been set to fullscreen
while unmapped, and if so, resets it to fullscreen once the window has
been successfully mapped.
Fixes #54065
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