Commit Graph

759 Commits

Author SHA1 Message Date
bruvzg 131f913747
Improve `OS::get_locale()` on macOS and Windows, replace "-" with "_" and use system macros instead of bitwise AND. Add locale format info to the documentation.
(cherry picked from commit f797e1c078)
2021-09-21 20:33:11 +02:00
Ricardo Subtil 5167a0281a
Fix shell_open not returning errors on Windows
(cherry picked from commit c4787a8e6d)
2021-09-21 20:33:11 +02:00
Dan 5a8fe36891 Fix Windows cursor with trails disappearing in fullscreen
Fixed by turning off mouse trails when going into fullscreen, then restoring trails when exiting fullscreen or game
2021-09-16 12:34:46 -07:00
Hugo Locurcio 4d94aba0ed
Improve crash handler message display
- State the Godot version and full hash in the backtrace.
- Add decoration around the crash backtrace, both to make it stand out
  from other messages and help the user figure out what they should copy.

(cherry picked from commit 8556dd1bef)
2021-09-14 13:41:26 +02:00
ne0fhyk c88d1608ab Add partial support for Android scoped storage.
This is done by providing API access to app specific directories which don't have any limitations and allows us to bump the target sdk version to 30.
In addition, we're also bumping the min sdk version to 19 as version 18 is no longer supported by Google Play Services and only account of 0.3% of Android devices.
2021-08-13 11:04:17 -07:00
Rémi Verschelde ffc372b002
Merge pull request #42220 from RandomShaper/agile_input_3.2
[3.x] Improve responsiveness on underpowered Android devices
2021-08-12 22:46:17 +02:00
Georg Wacker 8add8f4e58
Fix vertical scroll/zoom for precision touchpad
Adds factor data for vertical mousewheel event, in line with horizontal mousewheel event

(cherry picked from commit 63ba15a518)
2021-08-12 16:37:38 +02:00
Pedro J. Estébanez 7be9c26e20 Add input buffering framework
Input buffering is implicitly used by event accumulation, but this commit makes it more generic so it can be enabled for other uses.

For desktop OSs it's currently not feasible given main and UI threads are the same).
2021-08-08 12:37:55 +02:00
Pedro J. Estébanez 58a54f534e Improve input event accumulation
- API has been simplified: all events now go through `parse_input_event()`. Whether they are accumulated or not depends on the `use_accumulated_input` flag.
- Event accumulation is now thread-safe (it was not needed so far, but it prepares the ground for the following changes).
- Touch drag events now support accumulation.
2021-08-08 12:37:55 +02:00
Hugo Locurcio 8fbdcb6fea
Point at software OpenGL when OpenGL fails to initialize on X11 2021-08-05 18:24:42 +02:00
Rémi Verschelde 59c050ddc3
Windows: Fix build with SCons 4.2.0
(cherry picked from commit c191cfbddf)
2021-08-01 11:05:40 +02:00
luz paz b684d72af0
Remove unnecessary 'pass' statement
ref: https://lgtm.com/projects/g/godotengine/godot/?mode=tree&ruleFocus=910088
(cherry picked from commit 2e0044c93d)
2021-07-26 13:36:25 +02:00
Thakee Nathees 9c74452636
Windows error logs directed to stderr
(cherry picked from commit efef236e43)
2021-07-06 12:14:49 +02:00
miere43 9a22f4b8df
Replace backslash with forward slash in OS_Windows path methods
(cherry picked from commit 119a59f872)
2021-07-06 11:22:04 +02:00
bruvzg ad748adf53
[Windows Export] Use temporary file for osslsigncode signing.
(cherry picked from commit 8f7c2ccefd)
2021-06-29 14:02:24 +02:00
Marcel Admiraal 7e03bd1671 Remove duplicate WARN_PRINTS macro 2021-06-18 12:57:59 +01:00
Rémi Verschelde 465ab36ddf
Merge pull request #49653 from madmiraal/remove-err_prints-3.x
[3.x] Remove duplicate ERR_PRINTS macro
2021-06-16 17:33:22 +02:00
Marcel Admiraal 5a58516231 Remove duplicate ERR_PRINTS macro 2021-06-16 11:56:25 +01:00
Hugo Locurcio 9be9304238
Improve the console error logging appearance
This makes secondary information less visually prominent to improve
overall readability.

Various loggers were also tweaked for consistency.
2021-06-13 19:18:09 +02:00
Rémi Verschelde 80e1585a6e
Style: Cleanup uses of double spaces between words
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.

(cherry picked from commit c1c76850cb)
2021-06-07 12:06:59 +02:00
Hugo Locurcio 12236d2868
Only allow absolute paths in XDG environment variables
The XDG Base Directory specification does not allow using relative paths
(which broke things in Godot anyway). If a relative path is detected,
it should be ignored.

(cherry picked from commits 011a99316a
and 0e1d45b210)
2021-05-21 12:53:11 +02:00
bruvzg dab4cf3ed6
Add `physical_scancode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2021-05-06 23:19:45 +03:00
Rémi Verschelde a828398655
Style: Replaces uses of 0/NULL by nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
Rémi Verschelde b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde 64a63e0861
Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde 3d15f04668
Style: clang-format: Disable AllowShortIfStatementsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde 6e600cb3f0
Style: Set clang-format Standard to c++14 2021-05-04 14:45:15 +02:00
Rémi Verschelde 7e61be3cb0
Style: Remove executable bit from non-runnable files 2021-05-04 14:45:07 +02:00
Rémi Verschelde f7a999c814
Windows: Disable ASLR protection w/ MinGW, it breaks Mono
We might be able to make it work by building Mono itself with
ASLR protection too, but there might still be issues when loading
e.g. GDNative DLLs built without ASLR protection.

In the short term this is not a goal, but we can reconsider later
what is actually needed for ASLR protection to work and keep things
user-friendly.
2021-03-29 14:39:20 +02:00
Hein-Pieter van Braam-Stewart ff3099abcf Fix thread_local, tls, ASLR, and DEP with MingW
This commit changes the way Thread::caller_id works. By moving caller_id
to the .cpp file we make sure that the TLS variable doesn't get
relocated twice causing a crash. Since we build with LTO for release
builds (and everyone should be doing that anyway) there is no extra
overhead from the non-static method. We do do an extra bool check now
there but I don't think this will add much in the way of overhead.

This check cannot be avoided if we still want to be able to cache the
thread ID hash, as we had to move the setter because of limitations of
the WinRT platform. The original workaround for this was in #46813 but
this has some unintended consequences. Specifically; threads that never
create a Thread object will always return 0 in Thread::get_caller_id()
which caused a regression. For instance the editor now freezes when
importing large textures. This PR also addresses that.

Additionally we now enable ASLR support when building with MingW, this
includes a workaround for MingW. MingW refuses to create an appropriate
relocation table if no symbols are exported. So we just export the
various main() functions in godot_windows.cpp.

While ASLR support isn't criticial for Godot, previous versions of Godot
just happened to work with a dynamic base 'by accident' and some users
run Godot this way. After the thread change the .tls section now needs
relocations to make this work. By enabling ASLR at build-time we create
these relocations and people who forced ALSR on previously will now get
a working Godot again.

This fixes #47256 and fixes #47219

This is the 3.x version of this PR. For master a different approach is
possible which I will make in the coming days.
2021-03-25 23:20:12 +01:00
Rafał Mikrut 6b6324441f
Allow to not optimize release build
(cherry picked from commit 0b298d201e)
2021-03-20 23:05:13 +01:00
Andrii Doroshenko (Xrayez) 7c7f4602e7
Add `use_asan` option for MSVC to enable AddressSanitizer
Exposes AddressSanitizer support in MSVC compiler. Can be installed via individual
components in the Visual Studio 2019 Installer.

Disabled by default. Compile the engine with `scons use_asan=yes`.

(cherry picked from commit 53901d870b)
2021-03-13 22:10:15 +01:00
Ev1lbl0w a586f9daae
Replace malloc's with Godot's memalloc macro
(cherry picked from commit 838e7d0a8d)
2021-03-13 22:01:27 +01:00
PouleyKetchoupp ea1d4256a4 Added LocalVector to Visual Studio debugger visualization
(cherry picked from commit 27d5e1fff0)
2021-02-25 15:14:32 +01:00
Pedro J. Estébanez 6d89f675b1 Modernize Thread
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-02-18 11:58:08 +01:00
Pedro J. Estébanez 8f6a636ae7 Modernize Semaphore
- Based on C++11's `mutex` and `condition_variable`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
2021-02-18 11:58:08 +01:00
Pedro J. Estébanez 4ddcdc031b Modernize Mutex
- Based on C++11's `mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
- `BinaryMutex` added for special cases as the non-recursive version
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
2021-02-18 11:58:08 +01:00
Pedro J. Estébanez b450036120 Modernize RWLock
- Based on C++14's `shared_time_mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
2021-02-18 11:41:07 +01:00
Bastiaan Olij 6afb9d327e
Use /Zi and /FS for including debugger symbols on Windows with MSVC
(cherry picked from commit 4946ae16fc)
2021-02-08 22:36:37 +01:00
Rémi Verschelde 42d3d9c345
SCons: Fix debug_symbols tests after switch to BoolVariable
Bug introduced in #45679.

Fixes part of #45816.

(cherry picked from commit 849c090343)

Also removes useless `debug_symbols=full` mode.
2021-02-08 22:36:32 +01:00
Rémi Verschelde f3c030aa47 SCons: Add `production=yes` option to use production defaults
This is meant for users making custom builds to match the options used on
optimized, official builds.

This enables, on the platforms which support them:
- `use_static_cpp=yes` (portable binaries for Linux and Windows)
- `use_lto=yes` (link time optimizations - note: requires a lot of RAM!)
- `debug_symbols=no` (no debug symbols, smaller binaries)

Also abort when using MSVC with `production=yes`, as:
- It cannot optimize the GDScript VM like GCC or Clang do, leading to
  significant performance drops.
- Its LTO support is unreliable, at least used to trigger crashes last
  we tried it extensively.

All options can still be overridden if specified, and the `dev=yes` option
was changed to also support overrides.

(cherry picked from commit db26871210)
2021-02-05 09:26:09 +01:00
Rémi Verschelde 49646383f1
Update copyright statements to 2021
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)
2021-01-13 16:17:06 +01:00
Rémi Verschelde d6fecf7686
Main: Create user data dir in `setup()`
Custom backport of #39563 with preliminary change to make
`OS::ensure_user_data_dir()` public as done in f8a79a9.

Fixes #32488.
2021-01-08 10:24:48 +01:00
Rémi Verschelde 60959b085d
SCons: Add only selected platform's opts to env
Otherwise we can get situations where platform-specific opts with the same name
can override each other depending on the order at which platforms are parsed,
as was the case with `use_static_cpp` in Linux/Windows.

Fixes #44304.

This also has the added benefit that the `scons --help` output will now only
include the options which are relevant for the selected (or detected) platform.

(cherry picked from commit 0f84d8dc49)
2020-12-29 16:02:00 +01:00
Marcel Admiraal e21adf2bc6 Don't handle BaseException in build scripts 2020-12-12 10:10:23 +00:00
Fabio Alessandrelli f73c9e555f
Remove now unused FileAccessBuffered.
(cherry picked from commit 781efc26e0)
2020-12-09 11:36:58 +01:00
Bastiaan Olij 94fff8abb9
Added driving joystick type to windows joystick handling
(cherry picked from commit cf5737acbe)
2020-12-09 11:22:05 +01:00
Lyubomir Vasilev d6a65fb13a
Add 'use_static_cpp' option for MinGW and MSVC builds
(cherry picked from commit e52c9c26fc)
2020-12-09 11:22:04 +01:00
Rémi Verschelde eafb021015
SCons: Remove unnecessary $LINK overrides
As of SCons 4.0.1, the default value for $LINK is $SMARTLINK, which itself
is a function that will use $CXX as linker for C++:

https://github.com/SCons/scons/blob/4.0.1/SCons/Tool/link.py#L327-L328
https://github.com/SCons/scons/blob/4.0.1/SCons/Tool/link.py#L54-L76

So we don't need to manually specify the same value as $CXX for $LINK.

(cherry picked from commit 2e4bff1cfe)
2020-11-26 09:38:45 +01:00
Pedro J. Estébanez 0642f3efeb Ignore query to maximize/minimize window on Windows and X11
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.
2020-11-18 00:33:39 +01:00