Age | Commit message (Collapse) | Author |
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Fix confined mouse mode not updating on resize
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Fixed a few godot engine 4 warnings on clang with Opengl and Windows …
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* 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.
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[X11] Add support for dead keys without active IME. Fix IME focus and cleanup.
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[NET] Refactor TLS configuration.
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Which was unused internally, and can be replaced by:
```
while tls.get_status() == tls.STATUS_HANDSHAKING:
tls.poll()
```
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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.
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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
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Booleanize various sync primitives' wait & locking methods
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Put KeyMappingX11 stuff inside its own scope
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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
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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.
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[X11] Fix IME focus return.
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[Windows] Fix committing IME text without IME deactivation.
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This avoids collisions with other "concurrent" key mappers.
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[X11] Fix incorrect keycodes from non-QWERTY layouts.
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[X11] Prevent IME activation from entering infinite loop.
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[Windows] Fix ToUnicodeEx resetting some dead key states.
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Since Wayland uses it too, it only makes sense to have it in the parent
directory of both.
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Update the Godot Android Editor name from `Godot Editor 4.x` to `Godot Editor 4`
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Editor v4`
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Update the logic to calculate the screen scale on Android
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build dependencies.
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- Unify keycode values (secondary label printed on a key), remove unused hardcoded Latin-1 codes.
- Unify IME behaviour, add inline composition string display on Windows and X11.
- Add key_label (localized label printed on a key) value to the key events, and allow mapping actions to the unshifted Unicode events.
- Add support for physical keyboard (Bluetooth or Sidecar) handling on iOS.
- Add support for media key handling on macOS.
Co-authored-by: Raul Santos <raulsntos@gmail.com>
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[iOS] Restore OpenGLES3 renderer support.
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Fix Xbox Series controller detected as 2 devices
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Takes into account the ratio between the screen size and the default window dimensions.
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Make PIE relocation detection glibc-only
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Musl doesn't compile with it, and by looking online I think that this is
a glibc only thing.
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Fix AltGR getting stuck on Windows right Alt-Tab
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Prevent opening Windows console files
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[Android export] Added validation of the project name when using $genname in the 'Unique Name' field.
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