Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7)
This makes these platform behave as MacOS in that regard and also fixes the editor window appearing in some cases even when --no-window has been passed.
Backport for X11 Display Server fixes on 3.2 branch.
1. Implement SAVE_TARGETS mechanism
Allows sending the clipboard content to the clipboard manager on exit to
keep the content when using a clipboard manager that doesn't
automatically makes a backup when copying.
MULTIPLE selection mechanism also had to be implemented, because in this
case, the clipboard manager might request multiple selection targets at
once.
Known use case: Ubuntu with XFCE4
2. Implement INCR mechanism
Allows pasting from x11 clipboard to receive data incrementally, which
is required when handling data size > 256KB.
All Linux distros, and FreeBSD and OpenBSD seem to have libXrandr.so.2,
but for some reason recent NetBSD versions seem to have libXrandr.so.3 now.
(cherry picked from commit 413ff7938d)
Fixes a small memory leak reported by lsan:
```
Direct leak of 73 byte(s) in 1 object(s) allocated from:
#0 0x7f29825f3e70 in malloc (/lib64/liblsan.so.0+0xee70)
#1 0x7f29824a5729 in XGetWindowProperty (/lib64/libX11.so.6+0x29729)
```
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
This makes it possible to know whether the window is focused
at a given time, without having to track the focus state manually
using `NOTIFICATION_WM_FOCUS_IN` and `NOTIFICATION_WM_FOCUS_OUT`.
This partially addresses #33928.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
Added constructor and assignment operator for CharString
from const char* to simplify memory management when working with
utf8/ascii strings for APIs taking char*.
Reworked OS_X11::set_context to use CharString and avoid some manual
memory management.
GLES2 is not designed to be a drop-in replacement for the GLES3 backend,
so the fallback mode has to be used knowingly. It *can* make sense for
simple projects which make sure to handle the differences between both
rendering backends, but most users should stick to one supported backend.
By making it opt-in, we can now use this parameter to define whether to
export ETC textures to Android and iOS when using GLES3 + Fallback.
When using GLES3 without Fallback on Android, set the proper min GLES
version in the AndroidManifest.
Also made the option boolean and renamed it for clarity and to avoid
conflict with the previous String option (which would always evaluate as
"true" otherwise).
Fixes#26569.
It seems that bumblebee doesn't like us creating multiple GL contexts
to avoid this we now detect whether we're running with this software
and don't do anything.
This allows most demos to run without any ubsan or asan errors. There
are still some things in thirdpart/ and some things in AudioServer that
needs a look but this fixes a lot of issues. This should help debug less
obvious issues, hopefully.
This fixes#25217 and fixes#25218
We fork off twice once with and once without DIR_PRIME=1 set. We
then use the vendor string to determine what GPU to use.
We prefer (in order)
1) AMDGPU/AMDGPU-PRO/NVidia non-free driver
2) Intel driver
3) Nouveau
4) Software rendering
If a driver can't be detected it will default to DRI_PRIME=0
The current system for capturing the mouse and generating motion events on X11
has issues with inaccurate and lopsided input. This is because both
XQueryPointer and XWarpPointer work in terms of integer coordinates when the
underlying X11 input driver may be tracking the mouse using subpixel
coordinates. When warping the pointer, the fractional part of the pointer
position is discarded.
To work around this issue, the fix uses raw motion events from XInput 2. These
events report relative motion and are not affected by pointer warping.
Additionally, this means Godot is able to detect motion at a higher resolution
under X11. Because this is raw mouse input, it is not affected by the user's
pointer speed and acceleration settings. This is the same system as SDL2 uses
for its relative motion.
Multitouch input on X requires XInput 2.2. Raw motion events require
XInput 2.0. Since 2.0 is old enough, this is now the minimum requirement to
use Godot on X.
This mirrors behavior on Windows and MacOSX where Godot tries to default
to a dGPU if it exists. This doesn't work for Nvidia optimus yet but
this can maybe be added later.
Contrarily to what #23434 assumed, this is not a memory leak,
the VisualServerRaster instance is passed as a parameter to
VisualServerWrapMT's constructor.
Fixes#23437.