Previous fix in e8e06b2 worked in most cases but not if you run e.g.
'godot -', where the '-' argument would mean that 'project_manager'
is false and yet that's what will be opened eventually.
(cherry picked from commits e8e06b2c9a
and c0df3b147e)
Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*)
The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers.
Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse.
*: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest.
On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction.
Plus: Improve/fix tracking of current mouse position.
Works both for the editor and games.
Projects can still use "debug/settings/stdout/print_fps" to enable it
permanently. The --print-fps option takes precedence (so works even if
the project setting is disabled). That setting is also no longer redefined
on the fly based on the verbose flag, that was a mess.
(cherry picked from commit 10fa69285c)
They work exactly the same as current checkbox-decorated items, but in order to preserve compatibility, separate methods are used, like `add_radio_check_item()`. The other option would have been to add a new parameter at the end of `add_check_item()` and the like, but that would have forced callers to provide the defaults manually.
`is_item_checkable()`, `is_item_checked()` and `set_item_checked()` are used regardless the item is set to look as check box or radio button.
Keeping check in the name adds an additional clue about these facts.
Closes#13055.
(cherry picked from commit ab3b1d9f3e)
After 3f8a4cc719 trying to run an
individual scene on a project without a main scene fails. We move the
check until after we've determined whether or not we're trying to run an
individual scene.
We also stop trying to show the project manager if any game pack is
found at all, unless the user explicitly asks for the project manager to
be shown.
(cherry picked from commit b4215c991a)
The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were
several places hardcoding their own variant of the version string, potentially
with bugs (e.g. forgetting the patch number when defined).
The new logic defines:
- VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1)
- VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch',
depending on whether the latter is defined (e.g. 3.1.4)
- VERSION_FULL_CONFIG, which contains the version status (e.g. stable)
and the module-specific suffix (e.g. mono)
- VERSION_FULL_BUILD, same as above but with build/reference name
(e.g. official, custom_build, mageia, etc.)
Note: Slight change here, as the previous format had the build name
*before* the module-specific suffix; now it's after
- VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed
with "Godot v" for readability
Bugs fixed thanks to that:
- Export templates version matching now properly takes VERSION_PATCH
into account by relying on VERSION_FULL_CONFIG.
- ClassDB hash no longer takes the build name into account, but limits
itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant
for the API hash).
- Docs XML no longer hardcode the VERSION_STATUS, this was annoying.
- Small cleanup in Windows .rc file thanks to new macros.
(cherry picked from commit 23ebae01dc)
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
(cherry picked from commit 612ab4bbc6)
The heuristic whether we're in the project manager inside GDMono
didn't work if the project manager was launched by not having any path
to run.
This is fixed now by making a Main::is_project_manager().
(cherry picked from commit 1099838079)
Check for a main scene after loading project settings and exit if there's none (except if launching in editor mode).
(cherry picked from commit 3f8a4cc719)
This is important for some GDNative bindings and probably for Mono. They
may keep references to audio objects which are freed when they are
unregistered. If AudioServer is already deleted at that point, it causes
segfaults.
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
If a scene is modified and a user closes the editor and selects the "Save
and exit" option in the modal dialog -- the editor crashes. This appears
to be a result of the message queue being memdeleted AFTER visual servers
have been destroyed. Remnant textures handled by the message queue throw a
NRE when their own ~Texture destructors reference the visual servers.
This fixes bugs: #12946 and #12813.