Always build with the GUI subsystem.
Redirect stdout and stderr output to the parent process console.
Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with `create_process`).
Add `open_console` argument to the `execute` and `create_process` to open a new console window.
Remove `interface/editor/hide_console_window` editor setting.
Remove `Toggle System Console` menu option.
Remove `set_console_visible` and `is_console_visible` functions.
We prefer to prevent using chained assignment (`T a = b = c = T();`) as this
can lead to confusing code and subtle bugs.
According to https://en.wikipedia.org/wiki/Assignment_operator_(C%2B%2B), C++
allows any arbitrary return type, so this is standard compliant.
This could be re-assessed if/when we have an actual need for a behavior more
akin to that of the C++ STL, for now this PR simply changes a handful of
cases which were inconsistent with the rest of the codebase (`void` return
type was already the most common case prior to this commit).
Ensure better compatibility when emcc which may run some tools from
different paths (e.g. closure compiler).
This fixes externs include issues with modern emcc using the closure
compiler.
This actually makes sense(?), when running inside an iframe the active
element might be our canvas, while the iframe itself is not active in
the parent window. Since we consume the event, the iframe does not get
focused in Firefox (but does in Chromium-based browsers), so we must
always call focus to handle such occasions.
Note, the editor build requires the mbedtls module to be manually
enabled, as it is currently needed as a ResourceUID dependency.
This will need to be addressed in a separate PR.
In some conditions the events might be generated even when the `gamepad`
object is not accessible due to Security Context requirements.
This commit adds a check to avoid firing the handler in those cases.
Building `target=release` and `target=release_debug` builds with MinGW-GCC
errors when linking with LTO.
Since it's only needed for `target=debug` builds anyway (bigger objects), which
we don't build with LTO, this works around the issue.
Equivalent `-Wa,-mbig-obj` for GCC/Clang.
This started being needed to compile harfbuzz in `target=debug` with MinGW/GCC,
but there doesn't seem to be any drawback to enabling `/bigobj` (aside from
losing support for pre-VS 2005 linkers, which we don't support).
A window can be closed on the server side while processing results from
_NET_CLIENT_LIST, which causes BadWindow fatal errors by default in
XGetWindowProperty.
The only way to safely catch this case is to set an error handler to
ignore BadWindow errors while these commands are processed.
Some platforms (*cough* web *cough*) have hard limits on the number of
threads that can be spawned.
Currently, ThreadPoolWork (mostly used in rendering/physics servers)
will spawn as many threads as CPUs available causing exception on
machines with high CPU count.
This commit adds a new overridable method to OS that returns the default
thread pool size (still the CPU count by default), and overrides it for
the JavaScript platform so it always allocate only one thread.
We can likely improve the whole ThreadPoolWork in the future to always
allocate X amount of threads, and assign jobs to them on the fly, but
that will require some more architectural changes.
Only Vulkan is fully implemented for now, so OpenGL isn't available
in the project manager yet.
This also makes the rendering driver checks use lowercase names
everywhere for consistency.
- Rename OpenGL to GLES3 in the source code per community feedback.
- The renderer is still exposed as "OpenGL 3" to the user.
- Hide renderer selection dropdown until OpenGL support is more mature.
- The renderer can still be changed in the Project Settings or using
the `--rendering-driver opengl` command line argument.
- Remove commented out exporter code.
- Remove some OpenGL/DisplayServer-related debugging prints.
First implementation with Linux display manager.
- Add single-threaded mode for EditorResourcePreview (needed for OpenGL).
Co-authored-by: clayjohn <claynjohn@gmail.com>
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
Helps with fixing issues with scrolling popups not respecting screen
decorations on the display server side.
Reproduction steps for a simple use case:
- Start the editor project list
- Open the language selection popup
Support for multi-screen:
Handling decorations is supported in different ways depending on the
information the window manager provides:
- _GTK_WORKAREAS is used when available from the WM to get accurate rect
for the different screens directly (available on Gnome).
- Alternatively, strut information is used to calculate available space
for a given desktop manually (XFCE, KDE).
- As last resort _NET_WORKAREA is used. It provides one full rect for all
screens, which doesn't handle decorations on the secondary screen in all
cases.
This method used to check which screen contains the top-left corner of
the window (and default to the first screen in case none is found),
which is not accurate in some cases.
Now the area of overlap with each screen is calculated, so we can get
the best candidate based on the window's position.
This makes window_get_current_screen consistent with Windows platform,
and fixes an issue where popups appear on the main screen when the main
window is slightly moved outside of the desktop on the top or left.
Sets `AlignOperands` to `DontAlign`.
`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
The new system based on a thread gathering events from the X11 server
was causing delays in some scenarios where some events have just been
missed at the time of processing and we're waiting for a whole frame to
check them again.
Solved by flushing again and checking for pending events at the
beginning of the process loop, in addition to events already gathered
on the event thread.
Previously, files added via `add_ios_project_static_libs` where
being added as embedded frameworks. This commit fixes that.
Static frameworks/libs should never be embedded into IPAs.
We've had many issues with WebM support and specifically the libvpx library
over the years, mostly due to its poor integration in Godot's buildsystem,
but without anyone really interested in improving this state.
With the new GDExtensions in Godot 4.0, we intend to move video decoding to
first-party extensions, and this would likely be done using something like
libvlc to expose more codecs.
Removing the `webm` module means we can remove libsimplewebm, libvpx and
opus, which we were only used for that purpose. Both libvpx and opus were
fairly complex pieces of the buildsystem, so this is a nice cleanup.
This also removes the compile-time dependency on `yasm`.
Fixes lots of compilation or non-working WebM issues which will be linked
in the PR.
This will allow adding developer checks which will be fully compiled out in
user builds, unlike `DEBUG_ENABLED` which is included in debug tempates and
the editor builds.
This define is not used yet, but we'll soon add code that uses it, and change
some existing `DEBUG_ENABLED` checks to be performed only in dev builds.
Related to godotengine/godot-proposals#3371.
All Android devices that support Vulkan support 64-bit ARM.
This also removes NEON opt-out code for ARMv7 as pretty much all
ARMv7 devices also support NEON.
On OpenBSD the compiler complains that calling basename(3) would lose
const qualifier. basename(3) is defined as
char *basename(char *);
and can, accorgindly to the POSIX.1, modify the passed string.
This uses the .get_file() method. The check is necessary because
file_name could be a directory, in which case .get_file() would return
an empty string. The .get_base_dir().get_file() idiom is already used.
The usage of get_file() and the check were suggested by theraot, thanks!
It used an old vendored version of acorn.js which seems to choke on this
trailing comma. This is not a problem for more recent Emscripten versions.
We disable the `comma-dangle` check in ESLint to prevent this issue.
`#pragma once` was used in a few files, yet we settled on using
traditional include guards instead.
The PooledList template comment was also moved to allow editors
such as Visual Studio Code to display the comment when hovering
PooledList.
`app.h` was renamed to `app_uwp.h` to be less generic for the
include guard.
Performances are not great in general, bad on Firefox, on Chrome, well,
it could be an improvement. Leave it as a fallback for now, but can be
forced via project settings if desired (or custom JavaScript logic via
the "args" option).
I'm actually surprised this works, it involves so many allocations, but
there's no way around it when SharedArrayBuffer is not available :(.
This only adds support for a subset of Play Asset Delivery: this causes a single install-time asset pack to always be present, but doesn't add support for dynamically downloaded asset packs.
Browsers doesn't really like forcing the mix rate, e.g. Firefox does not
allow input (microphone) if the mix rate is not the default one, Chrom*
will exhibit worse performances, etc.
This provides better security at the cost of having misleading
binary icons on some file managers.
Now that recent Linux distributions no longer allow executing
binaries by double-clicking them in a file manager (even if the
binary is set to be executable), the usability cost of PIE is lowered.
You have to use a terminal or install a `.desktop` file nowadays.
After input buffering was reworked, input accumulation is now handled
outside of OS, and the JavaScript plaform never implemented that.
Additionally, the JavaScript platform is quite obnoxious about calling
specific APIs outside specific user triggered events.
This commit adds event flushing during the main iteration, and forces it
during keydown/keyup/mousedown/mouseup/touchstart/touchend/touchcanel
events (effectively only accumulating only "move" events).
Doesn't change the default behavior, but allows plugins to add their
view behind the main view, which gives more control over what happens
with inputs and can be useful along with transparent rendering.
- Don't display messages when enabling PulseAudio/ALSA/D-Bus/udev
as these become noisy in incremental builds.
- Improve warning and error messages to be more descriptive
and consistent.
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.
This makes for easier organization since downloading a project
several times (or several different projects) will result in more
meaningful file names.
This prevents the D-pad up arrow from being registered as pressed
when it isn't, and pressing any direction from activating the next
arrow clockwise of it.
Co-authored-by: Scott Wadden <scott.wadden@gmail.com>
Key, touch and joystick events will be passed directly from the UI thread to Godot, so they can benefit from agile input flushing.
As another consequence of this new way of passing events, less Java object are created at runtime (`Runnable`), which is good since the garbage collector needs to run less.
`AndroidInputHandler` is introduced to have a smaller cross-thread surface. `main_loop_request_go_back()` is removed in favor just inline calling `send_window_event()` at the most caller's convenience (i.e., leveraging the new `p_deferred`` parameter as appropriate).
Lastly, `get_mouse_position()` and `get_mouse_button_state()` now just call through `Input` to avoid the need of sync of mouse data tracked on the UI thread.
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).
- 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.
This was caused by the fact that a new instance of Godot was created at resume while a previous instance already existed.
The previous instance would then go through its cleanup lifecycle, and would thus attempt to close the entire app, leading to the system to restart the app, thus starting the cycle anew.
The fix involves reusing the previous instance of Godot if one is available instead of creating a new one, as well as giving control to the host activity for how the process should be terminated.
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
When a popup is going to be closed, switch focus to the parent only if
the popup is still being focused.
Fixes some cases with specific WMs where due to the order of events, a
new popup could be immediately unfocused because a previously opened
and closed popup is switching focus to the parent.
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.
This is part of ongoing work to optimize GUI and the editor.
* If not present, the dialog asks to load build sources from a file.
* The export templates check now also verifies that build sources are installed and skips the template check.
This makes Android development easier.
* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
`scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
It can be turned off in the export preset with `package/classify_as_game`.
Upstream definition: https://developer.android.com/guide/topics/manifest/application-element#isGame
> `android:isGame`
>
> Whether or not the application is a game. The system may group together
> applications classifed as games or display them separately from other
> applications.
Also fixes replacing `android:allowBackup` in custom builds.
JavaScript callbacks created via the `JavaScript.create_callback` method
used to always return void.
With this patch they return the value returned by the Godot function as
one would expect.
- 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.
The previous code used `camelcase_to_underscore` to prettify the names for
display in the export preset, but it leads to inconsistencies if we don't make
sure to do the reverse operation when writing to the `AppxManifest.xml`.
It's simpler to keep the same names as in the manifest, which is also what
users will see referenced in MS documentation.
Fixes#47900.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
- Tweak the setting property hint to be more informative.
- Make the setting a "basic" setting so it appears when Advanced Settings
is disabled.
- Remove redundant orientation setting in the iOS export preset.
The project setting is now used (like on Android).
Projects upgrading from a previous version will have to set the
screen orientation again in the Project Settings if it wasn't set
to the default value ("landscape").
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.
We found that this flag causes this error on PR #48812 which does not add any
fancy inline assembly:
```
/tmp/tile_set-ce236a.s: Assembler messages:
/tmp/tile_set-ce236a.s:34676: Error: selected processor does not support `bfc x0,#32,#32'
clang++: error: assembler command failed with exit code 1 (use -v to see invocation)
```
That flag is mentioned in various errors related to assembler failures on
arm64v8 with Clang from the Android NDK.
It was added in Godot in #6958 when migrating from GCC to Clang, and is indeed
referenced in the NDK's Clang migration guide:
https://android.googlesource.com/platform/ndk/+/master/docs/ClangMigration.md
> Especially for ARM and ARM64, Clang is much stricter about assembler rules
> than GCC/GAS. Use `-fno-integrated-as` if Clang reports errors in inline
> assembly or assembly files that you don't wish to modernize.
We don't get those errors nowadays so it seems the flag is no longer needed.
Add `WARN_ON_UNDEFINED_SYMBOLS=0` for the main module (which defines
`godot_js_main` as extern coming from the "side" module, i.e. the main
Godot binary).
This changes the types of a big number of variables.
General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
settled on keeping it unsigned, which is also closer to what one would expect
with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
pages, blocks, etc.
In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
core binds.
Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
big files on 32-bit Windows builds made with that toolchain. We might add a
workaround.
Fixes#44363.
Fixesgodotengine/godot-proposals#400.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
We don't get updates when the window is unfocused/minimized, so we must
detect the situation where the counted ticks start drifting away
resulting in more frames drawn than needed.
This commit adds a check to ensure that the target ticks do not drift
away more than one second.
See discussion in #43811, it was only implemented on iOS and even that
implementation was fairly limited. This would best be provided as plugins
for Android and iOS without cluttering the shared OS API.
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
Generates a key/cert snakeoil pair or use a custom SSL cert/key.
This is of course false security, and potentially detrimental for it.
But, so long, those are the requirements browser vendors agreed on to
use things like the Gamepad API, and more advanced topics like wasm
threads.
You don't need this if you run on localhost (at least!), but you do
need this (or a much safer nginx proxy) to try those things on your
local network (e.g. when debugging a phone, networking, etc).
We used to only generate the favicon if it was specified in the user
project settings, now it's optional, will export it to `NAME.icon.png`,
(falling back to the default project icon if none is set in project
settings), and the `<link>` tag is added using the `$HEAD_INCLUDE`
instead of being hardcoded in the template.
After further testing it seems to work fine now when building binaries with GCC 5
on Ubuntu 16.04 (previously we were using GCC 9 on Ubuntu 14.04).
Follow-up to #45629.
in uwp's version of export.cpp create a ExportNotifier object so that EditorExportPlugin _export_begin and _export_end functions will be called as documentated.
We were using `Content-Length` from the server when `Content-Encoding`
was not set (i.e. response was not compressed).
Sadly, in CORS requests accessing headers is restricted, and while
`Content-Length` is enabled by default, `Content-Encoding` is not.
This results in the impossibility of knowing if the content was
compressed, unless the server explicitly enabled the encoding header
via `Access-Control-Expose-Headers`.
To keep maximum compatibility we must disable `body_size` completely.
Promise chaining the emscripten module `then` function breaks it badly,
causing an infinite loop.
I'm unsure about the source of the issue, but most likely at this point
is due to the old emscripten version (I remember very old html5 builds
having issue with promise chaining too).
With this commit, we no longer use the module as a promise, and
instantiate it using `Promise` objects directly for compatibility.
`WebAssembly.instantiateStreaming` requires the mime-type to be
`application/wasm`, but some servers (including most debug servers) do
not provide the content-type header.
This commit forces it via JavaScript, by creating a `Response` object
with the `wasm` content, and explicitly defined `content-type` header.
This is beacuse on Android these values are already in m/s^2 while on
iOS and UWP they are in g. This just makes the behaviour consistent on
all platforms.
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`.
With a very nice hack, a new hidden configuration option that delays
dropped files removal at exit.
This still leaks while the project manager is running, but will clear
memory as soon as it exits or load something.
(reminder, dropped files are reguarly removed after the signal is
emitted specifically to avoid leaks, but I prefer hacking the HTML5
config then the project manager).
Added as an export option "Experimental Virtual Keyboard".
There is no zoom, so text/line edit must be in the top part of the
screen, or it will get hidden by the virtual keyboard.
UTF8/Latin-1 only (I think regular UTF-8 should work out of the box in
4.0 but I can't test it).
It uses an hidden textarea or input, based on the multiline variable,
and only gets activated if the device has a touchscreen.
This could cause problems on devices with both touchscreen and a real
keyboard (although input should still work in general with some minor
focus issues). I'm thinking of a system to detect the first physical
keystroke and disable it in case, but it might do more harm then good,
so it must be well thought.
It used to be updated before the first iteration, causing the
window/viewport size values to be incorrect during the initialization
phase (e.g. during the first `_ready` notification).
This allows to install it as an app, and provide offline support (after
the first run).
Practically, this boils down to adding a JSON file as a manifest, an
offline page to be displayed when the cached files are not avaialble,
and a JS file to cache resources and return them.
The reason for the "first run requirements" is that some browsers, will
emit an "install" by just visiting the page (to see if the JS code is
compatibile), and we do not want to force casual visitors to just
download the 10 MiB+ compressed editor WebAssembly file without pressing
the start button.
Special thanks to Hugo Locurcio (Calinou) for the initial work.
To avoid trying to do PRIME detection on fake `libGL.so` as used by e.g.
Renderdoc or Primus, we skip detection if there's a `libGL.so` in
`LD_LIBRARY_PATH`... and our luck is that Steam defines it and includes
system paths too, thus the actual system `libGL`... 🤦
So if we detect Steam, we skip this check.
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
This allow the loading bar to be much more reliable, even in cases where
realible stream loading status is not detectable (server-side
compression, chunked encoding).
The problem happened on methods `screen_get_position`,
`screen_get_usable_rect` and `window_set_current_screen` when they were
passed a negative screen value.
Fixes:
- #46184
- #46185
- #46186
We used to have it like `$GODOT_VERSION` which caused inconsistencies
between different scons versions when substituting it.
It's now `@GODOT_VERSION@`, which is safe on both scons3 and scons4.
A template for `jsdoc` that generat the HTML5 public classref.
The script can be run via `npm run docs` to print to stdout.
You can dry run via `npm run docs -- --d dry-run` or write to file via
`npm run docs -- -d /path/to/file.rst`
Also update Makefile in `doc/` and add dry run test to CI.
When using use_static_cpp we want to statically link with atomic as well
to make sure we don't incur any new runtime dependencies.
Scons doesn't quite support this so we do this little trick.
According to the LLVM documentation when using GNU's libstdc++ clang
will not automatically link with -latomic. This is necessary since we
merged c++11 atomics support.
This fixes linking using Clang on Linux
This #define's older inttypes to their newer versions and #includes
<stdint.h> in the generated files. This will help with older
glibc/compiler versions using headers generated on newer systems.
This closes#46223
Three canvas resize policies:
- `None`: Godot window settings are ignored.
- `Project`: Godot handles the canvas like a native app (resizing it
when setting the window size).
- `Adaptive`: Canvas size will always adapt to browser window size.
Use `None` if you want to control the canvas size with custom JavaScript
code.
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
In addition, add support for scaling and applying filter to the splash screen on Android.
One limitation of the api being used is that the splash screen aspect ratio is not maintained when it's scaled up.
This is what GitHub Actions now provide and they removed the previous 21.3.6528147.
A bit annoying to have our hand forced this way but it's still 21.x so should be good
to upgrade.
It appears that we can get a fun circle dependency on a shared object on
some system configurations causing issues with our 'fake' function
pointer names. This can lead to a crash.
The new wrapper generator renames all the symbols so this can't happen
anymore. See https://github.com/hpvb/dynload-wrapper/commit/704135e
This closes#46140
This makes it possibly to run Linux binaries compiled with udev support on
Linux systems which do not provide udev (typically systemd-less distros).
If udev is missing, we fall back to parsing `/dev/input` like when compiled
without udev support (`udev=no`).
Also adding some verbose debug statements to know which method we're using
when debugging Linux joypad issues.
The libudev so wrappers were generated on Mageia 8 with libudev 246.9 using
https://github.com/hpvb/dynload-wrapper:
```
./generate-wrapper.py --include /usr/include/libudev.h --sys-include '<libudev.h>' \
--soname libudev.so.1 --init-name libudev --omit-prefix gnu_ \
--output-header libudev-so_wrap.h --output-implementation libudev-so_wrap.c
```
By generating stubs using https://github.com/hpvb/dynload-wrapper we
can dynamically load libpulse and libasound on systems where it is available.
Both are still a build-time requirement but no longer a run-time dependency.
For maintenance purposes the wrappers should not need to be re-generated
unless we want to bump pulse or asound to an incompatible version. It is
unlikely we will want to do this any time soon.
This closes#20978
`OS.get_screen_scale` will now return the `window.devicePixelRatio`
value, `OS.get_screen_dpi` uses CSS media queries to find approximate
DPI value for the current display.
`OS.get_screen_size` also return the actual screen size (not the CSS
pixel size).
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
Issues addressed:
a) Axis mappings were including virtual mouse axes on NVIDIA Shield TV.
The virtual mouse axes have the same axis numbers as the normal analog stick numbers. This was completely breaking joypad support on NVIDIA Shield TV.
b) Joypads were being tracked in a List with the index in the list being treated as the Godot device id.
If a device were to be removed, any device later in the list would be shifted, potentially causing future events with the shifted joypads to have incorrect IDs according to the Godot engine.
c) Unnecessary events were being sent to the Godot engine.
A check was added (per Joystick) that will prevent sending events for all axes when only a single axis value changed.
A similar check was added for "HATs".
See #45712
We used to only persist specific sub-folder of /home/web_user/ when
running the Web Editor. This resulted in bad UX about default project
creation path etc.
This PR makes the whole folder persistent, move the zip preloading to a
different folder (to avoid persisting it), and automatically prompt the
user to import it if present.
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.
The canvas_id is `#`-prefixed to work with emscripten as a CSS selector.
When comparing to an event target ID (e.g. when checking if the canvas
is fullscreen, or is locking the mouse) we need to skip the first char
(the hash).
This enables `-static-libgcc -static-libstdc++` which help make custom Linux
builds more portable (official builds have been using this option for years).
For some obscure reason Ubuntu 18.04 i386 crashes when using the option for
i386 builds, so let's play it safe and enable for x86_64 only for now.
This has been enabled for years in official binaries, and users making custom builds
may end up not enabling it unknowingly, so it's best if we default to the same as
what official builds do.
The original reason for having it opt-in was likely the addition of a dependency on
libudev, but that should be fairly ubiquitous by now.
- 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)
There are no guarantees that joypads are in event0-event32
range. Some devices, such as laptops with detachable keyboards
and wacom can reserve events all the way up to 32.
Some udev rules with e.g. custom controller firmwares may
load the device as /dev/input/eventX, where X is greater than
32.
This patch uses POSIX dirent to enumerate the event devices, so
entries outside 0-32 range are not skipped.
Moved AppDelegate push notifications methods implementation to 'GODOT_ENABLE_PUSH_NOTIFICATIONS'
which can be used in plugins to implement APNS plugins.
- 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`
No longer use emscripten functions for gamepads, implement them as
library functions in library_godot_display.js instead.
This allows us to do a better job at "guessing" vendorId, productId, OS,
etc. thus allowing us to better find the remapping for the controller.
The previously used tool, `jarsigner` has been deprecated in favor of `apksigner` which is bundled with the Android SDK.
The logic is refactored accordingly and a few editor settings have been deprecated in the process as they're no longer necessary.
Note: As a side effect, specifying the Android SDK path is now required. The docs will be updated to reflect that change.
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 🎆
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.
So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).
This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
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.
This was caused by the devicePixelRatio being applied twice, once by the
HTML code, once by the OS code.
More specifically, OS.get_window_size() would return the canvas element
size, while OS.set_window_size() would set the element size to the
specified value times the devicePixelRatio.
Calling OS.set_window_size(OS.get_window_size()) would reapply the
devicePixelRatio every time.
This commit changes the behaviour so that OS.set_window_size() do not
apply the devicePixelRatio to the canvas element size, by it divides the
CSS size instead.
Applies to javascript files inside the platform library folder, the
exposed Engine code, and any javascript files in modules.
Files ending with ".externs.js" will be ignored, you can create a
".eslintignore" file to specify extra files to be ignored.
Initial work to make liniting easier.
This includes:
- Rename http_request.js to library_godot_http_request.js.
- Rename externs.js to engine.externs.js.
- New library_godot_runtime.js (GodotRuntime) wraps around emscripten
functions.
- Refactor of XMLHttpRequest handler in engine/preloader.js.
- Few fixes to bugs spotted by early stage linting.
For some reason the `-target` option on the `LINKFLAGS` was causing a weird
issue where osxcross' clang wrapper would attempt using the system `/bin/ld`
instead of the osxcross version (which is Apple's `ld64`).
The error message would be:
```
/bin/ld: unrecognized option '-dynamic'
```
Also removed from `CCFLAGS` for consistency, it seems to work fine with only
`-mmacosx-version-min`.
Some controllers (notably those made by 8bitdo) do not always emit an event to zero out a D-pad axis before flipping direction. For example, when rolling around aggressively the D-pad of an 8bitdo SN30 Pro/Pro+, the following may be observed:
```
ABS_HAT0X : -1
ABS_HAT0Y : -1
ABS_HAT0Y : 0
ABS_HAT0Y : 1
ABS_HAT0X : 1
```
Notable here is that no event for `ABS_HAT0X: 0` is emitted between the events for `ABS_HAT0X: -1` and `ABS_HAT0X: 1`. Consequently, the game engine believes that both the negative _and_ positive x-axis directions of the D-pad are activated simultaneously (i.e `is_joy_button_pressed()` returns `true` for both `JOY_BUTTON_DPAD_LEFT` and `JOY_BUTTON_DPAD_RIGHT`), which should be impossible.
This issue is _not_ reproducible on all controllers. The Xbox One controller in particular will not exhibit this problem (it always emits zeroing out events for an axis before flipping direction).
The fix is to always zero out the opposite direction on the D-pad axis in question when processing an event with a nonzero value. This unfortunately wastes a small number of CPU cycles on controllers that behave nicely.
**I have verified this issue is also reproducible in the stable 3.2 branch**
Rewrote AudioDriverJavaScript to support multiple processor nodes.
The old (and deprecated) ScriptProcessorNode when threads are not
available, and the new AudioWorklet API when threads are enabled.
The new implementation uses two ring buffers and a shared state to
communicated with the AudioWorklet thread.
The audio.worklet.js JavaScript file is always added to the export
template, but only really used (and downloaded) in the thread build.
Moved previously builtin modules 'GameCenter', 'AppStore', 'iCloud' to separate modules to be represented as plugin.
Modified 'ARKit' and 'Camera' to not be builtin into engine and work as plugin.
Changed platform code so it's not affected by the move.
Modified Xcode project file to remove parameters that doesn't make any effect.
Added basic '.gdip' plugin config file.
The API is implemented in javascript, and generates C functions that can
be called from godot.
This allows much cleaner code replacing all `EM_ASM` calls in our C++
code with plain C function calls.
This also gets rid of few hacks and comes with few optimizations (e.g.
custom cursor shapes should be much faster now).
The underscore prefix was used to avoid the conflict between the `RID` class
name and the matching enum value in `Variant::Type`.
This can be fixed differently by prefixing uses of the `RID` class in `Variant`
with the scope resolution operator, as done already for `AABB`.
`debug_symbols=yes` will now behave like `debug_symbols=full` did
before. The difference in compressed file sizes is not that large,
which means there isn't much point in having two different values.
This helps make the buildsystem easier to understand.
The size of the audio buffer was incorrectly doubled when creating the
script processor.
latencyHint is expressed in seconds, not milliseconds.
Additionally, on some browsers it actually affect the performance and
stability of the audio driver.
For this reason it has been completely disabled (interactive) and a not
has been left for future reference.
They're now disabled by default, and can be enabled with the command line
argument `--vk-layers`.
When enabled, the errors about them being missing are now warnings, as
users were confused and thought this meant Vulkan is broken for them.
Fix crash in `~VulkanContext` when validation layers are disabled (exposed by
this PR since before they could not be disabled without source modification).
Also moved VulkanContext member initializations to header.
Fixes#37102.
minizip documentation describes tm_mon as expecting the number of months
since January - [0, 11], but the month returned by OS.get_date() is in
the range of [1, 12].
A new editor plugin, specific to HTML5, that provide some extra features
needed to make the editor usable on that platform.
For now, it adds a "Download project sources" option in the "Tool" menu,
so the user can download the work done as a zip file (from the browser
storage).
This should be made available in emscripten in a decent way.
Possibly after unmount, to free the database lock and allow performing
operations on it from javascript after the Emscripten Runtime has
exited.
This fixes a "random" deadlock when quitting the editor.
I still haven't figure out the root cause, but having a bigger seems to
greatly mitigate the issue.
The new pool size (pre-allocated threads) is now 8.
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
On FocusOut events, the window could be destroyed while propagating
WINDOW_EVENT_FOCUS_OUT event, which causes the WindowData to be
invalidated, and still used for calls to XUnsetICFocus.
This change moves calls to XUnsetICFocus, and also XSetICFocus in
FocusIn events, before propagating the change of focus event to the
engine, to be safe in any case.
Also setting xic member to nullptr after all calls to XDestroyIC to keep
things clean and consistent.
Fixes#42645
We want debug builds to have a console and easy stdout redirection by default.
Windows makes reading the stdout/stderr stream from gui applications too cumbersome
(and most users don't know about it, and just wonder why they don't see a thing).
This should fix some of the audio stuttering issues when the HTML5
export is compiled with threads support.
The API should be ported to AudioWorklet to (hopefully) be perfect.
That though, cannot be backported to 3.2 due to extra restriction of
AudioWorklet (which only runs in SecureContext, and needs a polyfill for
Safari).
Enabled ARC for iOS.
Weakify/Strongify macros for objc blocks.
Removed old version checks.
Specific types for ObjC++ modules to exclude unneeded bridging.
Separate DeviceMetrics class for device specific data.
Replaced old/deprecated functionality.
This allow the page to be considered a SecureContext if the address is
localhost (127.0.0.1/::1) and let Firefox (and future Chrome versions)
enable extra features needed for the HTML5 threaded export.
When pasting clipboard content from Godot to other applications,
multiple SelectionRequest events are sent to Godot in order to access
the data. It could take a long time before the data is ready for the
other app because events were processed one by one on the main thread,
especially when Godot is unfocused and runs at low frequency.
With this change, SelectionRequest events are directly handled on the
separate event polling thread to minimize this delay.
This change also replaces clipboard_get() calls in SelectionRequest with
a direct access to internal_clipboard, since in this case we know Godot
is the owner of the clipboard content and it's not necessary to query
the x server for it.
This change makes keyboard inputs more responsive on Linux, especially
when the FPS is lower on slower configurations.
Polling events from the x server is done on a separate thread to avoid a
frame delay with inputs, due to first sending the event to the input
manager with XFilterEvent then processing the new event only on the next
frame.
Calls to Input Manager functions like XSetICFocus, XUnsetICFocus and
XSetICValues use a mutex, because they are polling events internally and
would otherwise interfere with our own thread process for polling events
which can cause a deadlock in some cases.
XUnsetICFocus is called instead of XSetICFocus on FocusOut events,
so the input manager can be properly notified of focus changes.
clipboard_get now uses a blocking call to poll for a specific event type
when waiting for a SelectionNotify event, instead of polling all events
and filtering them afterwards.
Fixes: #28683, #28621, #28596 and maybe others
For iOS we enable pvrtc feature by default for all backends
Etc1 for iOS doesn't have any sense, so it disabled.
Fixed checks in export editor.
Fixed pvrtc encoding procedure.
Edit by Akien: Forward-ported from #38076, this may not make sense as is for
Godot 4.0, but it's important that we have the latest code in sync with 3.2
for when more rendering backends and proper iOS support are added back.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
The engine now expects to emscripten FS to be setup and sync-ed before
main is called. This is exposed via `Module["initFS"]` which also allows
to setup multiple persistence paths (internal use only for now).
Additionally, FS syncing is done **once** for every loop if at least one
file in a persistent path was open for writing and closed, and if the FS
is not syncing already.
This should potentially fix issues reported by users where "autosave"
would not work on the web (never calling `syncfs` because of too many
writes).
Add __NetBSD__ to `platform_config.h` so that it can find `alloca`
and use the proper `pthread_setname_np` format.
Rename RANDOM_MAX to avoid conflict with NetBSD stdlib.
Fixes#42145.
Proper implementation for get_window_at_screen_position:
Now getting the topmost last active window when overlapping.
Mouse drag & release events:
They are now propagated through the current focused window, in order to
make it consistent with the engine expectations and the Windows display
server implementation.
On Windows, WINDOW_EVENT_FOCUS_IN was never sent by the display server
for popups, because WM_ACTIVATE events are received during the call to
_update_window_style, which happened before the callbacks were set.
This was causing some issues with the way Popup is now handling closing on
parent focus.
Now _update_window_style is only called during show_window, after Window
initialized callbacks.
Now using override_redirect for menu & tooltip popups to prevent the WM from
interfering with them, so we have more control over focus management
and avoid a delay before they show up.
By default 'add_ios_framework' would not embed a framework to save previous behavior.
New 'add_ios_embedded_framework' would embed framework on export.
Extracted the most minimal core initialization functionality from
`setup()` and `setup2()` so that `ClassDB` could be tested properly
(input, audio, rendering, physics etc, are excluded).
Display and rendering servers/singletons are not initialized at all.
Due to the fact that most subsystems are disabled, fixed various crashes in the
process (in order):
- `AcceptDialog` OK/cancel swap behavior (used `DisplayServer` while
`register_scene_types()`);
- `make_default_theme` which depends on `RenderingServer`;
- `XRServer` singleton access while calling `register_modules_types()`;
- hidden bug in a way joypads are cleaned up (MacOS and Linux only).
Removed manual `ClassDB` init/cleanup calls from `test_validate_testing.h`.
ClassDB tests:
Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
This code currently isn't compiled (and cannot compile).
We plan to re-add OpenGL ES-based renderer(s) in Godot 4.0 alongside Vulkan
(probably ES 3.0, possibly also a low-end ES 2.0), but the code will be quite
different so it's not relevant to keep this old Godot 3.2 code.
The `drivers/gles2` code from the `3.2` branch can be used as a reference for
a potential new implementation.
Previously `joypad_count` was used as the index into the d_joypads array when initializing a new gamepad.
This caused the accidental override of an already connected device when a gamepad with a lower id was disconnected and connected again.
fixes#17566
This was caused by `XSetWMNormalHints` being called multiple times, each time with different values. Calling the method replaces the old data completely, resulting in some of the settings being lost.
Since the method was called 3 times before the window was mapped, this resulted in the position hint being lost and the window always getting opened at a position determined by the WM.
It's too hard to get compatibility between GNU and BSD sed,
so let's just use perl oneliners.
And improve it to also remove trailing tabs, not just spaces.
Depending on the device implementation, editor actions could be
received with different action ids or not at all for multi-line.
Added a parameter to virtual keyboards to properly handle single-line
and multi-line cases in all situations.
Single-line:
Input type set to text without multiline to make sure actions are sent.
IME options are set to DONE action to force action id consistency.
Multi-line:
Input type set to text and multiline to make sure enter triggers new lines.
Actions are disabled by the multiline flag, so '\n' characters are
handled in text changed callbacks.
Until https://github.com/psf/black/pull/1328 makes it in a stable release,
we have to use the latest from Git.
Apply new style fixes done by latest black.
This gesture recognizer will prevent GodotView from processing unwanted gestures.
Emulates UIScrollView behavior.
Fires delayed touches on significant movement.
Add VMA to iphone platform Use linkflag for iphone building to enforce static linking. Works fine with dynamic '.framework' library
Updated xcode project to use '.a' static library
Implemented Vulkan Support.
Use DisplayServer for rendering and input handling
Use single view for rendering in both GLES2 (not supported yet) and Vulkan
Use @available checks where it's required (otherwise compiler would fail compilation)
Simulator checks
Disabling virtual keyboard focus adjustement caused get_keyboard_height
to always return 0 because it was calculated when the view is resized.
In order to fix it, a PopupWindow is now created on top of the main view
and is set for focus adjustments so the keyboard size can be calculated
based on this popup without affecting the main view.
Implements exit codes into the engine so tests can return their statuses.
Ideally we don't do this, and we use FIXUP logic to 'begin' and 'end' the engine execution for tests specifically.
Since realistically we're initialising the engine here we don't want to do that, since String should not require an engine startup to test a single header.
This lowers the complexity of running the unit tests and even for
physics should be possible to implement such a fix.
Its last use was removed in Godot 3.0, so it no longer makes sense to define.
Also removed `D3D_DEBUG_INFO` for Windows as it's likely a left over from a
long time ago pre-opensourcing when Godot had some form of Direct3D 9 support?
When creating a window, Godot would first register it to the WM(show it) and then set its flags.
This works fine on a floating WM, but on tiling WMs as soon as a window gets registered
the WM immediately acts on the window by scaling it up and treating it as a generic window,
being registered without any special flags.
This commit separates the showing of the window into another function and calls it after the most important flags are set,
making windows with special flags(eg. all popups) work again on tiling WMs.
Fixes#37930
Fixes this compilation error:
In file included from thirdparty/vulkan/vk_mem_alloc.cpp:7:
thirdparty/vulkan/vk_mem_alloc.h:3691:18: error: 'shared_mutex' is unavailable: introduced in macOS 10.12
std::shared_mutex m_Mutex;
^
/home/[user]/sources/osxcross/target/bin/../SDK/MacOSX10.14.sdk/usr/include/c++/v1/shared_mutex:178:58: note: 'shared_mutex' has been explicitly marked unavailable here
class _LIBCPP_TYPE_VIS _LIBCPP_AVAILABILITY_SHARED_MUTEX shared_mutex
The Online Tutorials section of InputMap in the editor's built-in
documentation viewer contains this link:
docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#inputmap
The macOS implementation for opening a link percent-encodes it before
sending it to the browser, resulting in a 404. This is to fix#13422
where filenames with special characters could not be opened in Finder.
However, this breaks URLS so I added a check to see if the resource
scheme is file:// and if so, only then is it escaped. This allows other
schemes like `http`, `ftp`, and `mailto` to be used.
- Makes all boolean setters/getters consistent.
- Fixes bug where `glow_hdr_bleed_scale` was not used.
- Split CameraEffects to their own source file.
- Reorder all Environment method and properties declarations,
definitions and bindings to be consistent with each other
and with the order of property bindings.
- Bind missing enum values added with SDFGI.
- Remove unused SDFGI enhance_ssr boolean.
- Sync doc changes after SDFGI merge and other misc changes.
Detecting the case where WM_SIZE is received during the window creation.
There's no need to call window_resize on the Vulkan context.
Also creating a WindowData entry early enough to avoid storing a
separate WindowData wrongly associated to INVALID_WINDOW_ID.
Fixes#39199
The Haiku port now resides at:
https://github.com/godotengine/godot-haiku-platform
While we're happy to support as many Free and Open Source platforms as we can,
we need to put the main focus on the platforms that we can reasonably maintain,
and for Haiku we have been lacking maintainers ever since the port was first
merged in 2015.
The Haiku code has not been compiling and much less working at least since the
release of Godot 3.0, and while some attempts have been made at fixing things,
it's still not functional today in the `3.2` branch (and much less in `master`,
understandably).
Having it in an external repository should hopefully enable Haiku contributors
to fix issues in their own time, and possibly tag versions compatible with
past Godot releases once they are ready.
"Bundle Identifier" is more well-understood among macOS and iOS
developers and is less ambiguous.
This is a slight breaking change as export presets will need to be
updated to account for this change.
See https://github.com/godotengine/godot-docs/pull/3295.
The value of this, does not include the layout.
The code has extra logic to map the unicode value to our keylist,
supporting ASCII and Latin-1.
Also add support for `physical_keycode` in HTML5 platform.
The previous code for OS_Windows::get_ticks_usec() multiplied the tick count by 1000000 before dividing by ticks_per_second. The ticks is counted in a 64 bit integer and is susceptible to overflow when a machine has been running for a long period of time (days) with a high frequency timer.
This PR separates the overall calculation into one for seconds and one for the remainder, removing the possibility of overflow due to the multiplier.
Each driver used to define the (same) project settings values
`audio/mix_rate` and `audio/output_latency`, but the setting names are
not driver specific.
Overriding is still possible via platform tags.
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
-o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
-o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```
This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.
This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.
Part of #33027.
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.
This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.
There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).
Part of #33027.
Using `clang-tidy`'s `modernize-use-default-member-init` check and
manual review of the changes, and some extra manual changes that
`clang-tidy` failed to do.
Also went manually through all of `core` to find occurrences that
`clang-tidy` couldn't handle, especially all initializations done
in a constructor without using initializer lists.
-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
Add missing semicolumns in engine.js
Add optional extra args to JS Engine.startGame
Remove loader.js, explicit noExitRuntime.
Also add onExit callback (undocumented in emscripten)
Part of #33027, also discussed in #29848.
Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.