bruvzg
28aabf4f73
[3.2] Block WM_MOUSEMOVE during Windows Ink pen handling.
2020-05-22 14:05:53 +03:00
Rémi Verschelde
b6c551e864
Merge pull request #38875 from bruvzg/tab_drv_sel_32
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[Windows, 3.2] Add tablet driver selection.
2020-05-20 13:58:26 +02:00
SkyJJ
2197ef0566
Fix Android LineEdit editing bugs
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(cherry picked from commit cc473b948f
)
2020-05-20 12:07:08 +02:00
bruvzg
e3be0520a1
[Windows] Add quotes only to the command line arguments with special characters.
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(cherry picked from commit cac399a829
)
2020-05-20 11:39:55 +02:00
Fredia Huya-Kouadio
2c81a82d53
Update the permission string for the Oculus hand tracking to match the latest api update
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(cherry picked from commit 6e2988f26a
)
2020-05-20 11:37:24 +02:00
bruvzg
9669c437ef
macOS signing improvements: allow signed app exporting as ZIP, sign DMG after exporting.
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(cherry picked from commit 4bec713b8c
)
2020-05-20 11:33:57 +02:00
bruvzg
71b2abbfa3
[Windows, 3.2] Add tablet driver selection.
2020-05-20 09:36:56 +03:00
Eric Rybicki
c2eea4bde0
Fix certain characters being recognized as special keys in Windows when using the us international layout
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(cherry picked from commit e460456e60
)
2020-05-19 10:19:52 +02:00
Fabio Alessandrelli
92031098bf
Move mixrate and latency definition to AudioServer
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Each driver used to define the (same) project settings value, but the
setting names are not driver specific. Ovverriding is still possible via
platform tags.
(cherry picked from commit 90c7102b51
)
2020-05-18 16:40:33 +02:00
Fabio Alessandrelli
6d1ddf7eb1
AudioDriverJavaScript now compute buffer size.
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Based on mix rate and expected latency.
(cherry picked from commit 245c179bd3
)
2020-05-18 16:40:33 +02:00
Fredia Huya-Kouadio
a71a338c59
Implementation of the Godot Android Plugin configuration file
2020-05-16 23:09:45 -07:00
Rémi Verschelde
d784cb23ec
Merge pull request #37929 from thebestnom/migrate-to-androidX-3.2
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Android: Migrate deprecated support library to AndroidX [3.2]
2020-05-16 09:03:44 +02:00
Rémi Verschelde
d45b96d2b1
Android: Check for deprecated GodotPaymentV3 module, direct to new plugin
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Fixes #38581 .
2020-05-15 13:32:30 +02:00
Rémi Verschelde
a9bcd8ba26
Merge pull request #38659 from akien-mga/3.2-cherrypicks
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Cherry-picks for the 3.2 branch (future 3.2.2) - 5th batch
2020-05-11 12:55:46 +02:00
bruvzg
bd5413e05f
WinTab: Make movement smoother and handle pressure/tilt changes when cursor is not moving [3.2].
2020-05-11 12:32:15 +03:00
Eric M
77ef3bb416
Added mapping for KEY_MENU to VK_APPS (0x5d) so context menu's triggered by the keyboard menu button work
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(cherry picked from commit 97e77bcd19
)
2020-05-11 11:04:04 +02:00
bruvzg
c4e00f3d57
Remove WinTab error message.
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(cherry picked from commit ba85db5a79
)
2020-05-11 11:01:13 +02:00
thebestnom
30680a4afe
Android: Migrate deprecated support library to AndroidX
2020-05-10 19:08:27 +03:00
Technohacker
0456311be3
Don't force borderless mode when using per-pixel transparency
2020-05-10 21:05:37 +05:30
Technohacker
9584f24be5
Use DWMEnableBlurBehindWindow instead of WS_EX_LAYERED
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Affects per-pixel transparency
The current method renders to the screen by copying the GLES output to a
DIB for transparency using the CPU instead of rendering directly to the
window via the GPU. This is slower and also forces the window to be borderless
as WS_EX_LAYERED affects the non-client region as well.
This change uses DWMEnableBlurBehindWindow which allows using the standard
glClearColor() background alpha and is also performed through the GPU,
eliminating CPU bottlenecks
2020-05-10 21:05:37 +05:30
Rémi Verschelde
e637fe9dd3
clang-format: Add JavaImportGroups for Java code
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(cherry picked from commit 6038325470
)
2020-05-07 13:36:27 +02:00
Fredia Huya-Kouadio
918f5dee23
Address `OS.request_permissions()` bug when non-platform permission(s) is included
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(cherry picked from commit ef62506e5c
)
2020-05-06 23:29:29 +02:00
bruvzg
78266c09c4
Add support for the WinTab API for pen input. (3.2)
2020-05-05 14:56:02 +03:00
bruvzg
da2ca9e22a
[Linux/Windows] Set pressure to 1.0f when primary button is pressed and device is not pressure sensitive.
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(cherry picked from commit 0128947894
)
2020-05-05 13:41:29 +02:00
Marcel Admiraal
a286edb821
Fix X11 pressure and tilt values.
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(cherry picked from commit a2ad0878ed
)
2020-05-05 13:41:29 +02:00
Christoph Schröder
d70cb49eef
Move mouse wheel handler from window to canvas element in HTML
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Similar to https://github.com/godotengine/godot/pull/36557
At least in chrome, the following error is printed for each mouse wheel
rotation:
[Intervention] Unable to preventDefault inside passive event listener due to target being treated as passive. See https://www.chromestatus.com/features/6662647093133312
This PR moves the handler to the canvas and thereby fixes the error.
Tested on: Chrome and Firefox (MacOS), Firefox, Chrome(Android), Safari (IPad + MacOS)
(cherry picked from commit b1e8ac7b08
)
2020-05-04 16:10:22 +02:00
Marcel Admiraal
48bc3fd297
Fix Android export throwing Unicode errors.
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(cherry picked from commit e74f8aaaf1
)
2020-05-01 10:56:58 +02:00
Hugo Locurcio
9b6df1ed00
Set the `title` tag in the HTML5 export immediately
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This makes the project title display without having to wait for
the project to finish loading.
(cherry picked from commit eecce139ea
)
2020-04-27 10:19:33 +02:00
Rémi Verschelde
aecba58e92
Windows: Appease capricious MSVC versions with moody headers
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Fixes #37799 .
Fixes #37986 .
(cherry picked from commit 4d3a18d9ff
)
2020-04-27 10:19:08 +02:00
Fredia Huya-Kouadio
2d9725b89d
Fix detection logic for the Android sdk path
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The previous logic used the 'tools' directory within the Android sdk to validate it. That directory was recently deprecated and removed from the Android sdk folder (https://developer.android.com/studio/releases/sdk-tools )
(cherry picked from commit 328354f878
)
2020-04-27 10:15:56 +02:00
Fredia Huya-Kouadio
17ad99c206
Fix Android templates size regression
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The issue was caused by PR #36906 which changes prevented the generated shared libraries from being stripped.
Since the change is only needed for development (debugging) purposes, it's commented out by default.
(cherry picked from commit 2f38cfd9ab
)
2020-04-23 11:08:46 +02:00
Fredia Huya-Kouadio
b7fa9cf8ff
Fix compilation issue by updating a call to `runOnGLThread` that was missed by PR #37175
2020-04-16 16:16:24 -07:00
Rémi Verschelde
c4a849588b
Merge pull request #37175 from m4gr3d/make_godot_plugin_callbacks_generic_3.2
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[3.2] Update the naming scheme for the GodotPlugin's methods
2020-04-17 00:08:27 +02:00
Marcel Admiraal
b4ab045444
Fix loss of precision in X11 device info.
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(cherry picked from commit 9369b37f1f
)
2020-04-16 12:47:19 +02:00
SkyJJ
96e381ac03
Validate supported architectures when exporting to Android
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(cherry picked from commit 7fcd13575e
)
2020-04-16 11:41:41 +02:00
fhuya
373db27788
Migrate legacy apache dependency to the GodotPayment plugin
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This is the only location in the codebase where it's being used, so no need to make the main lib have a dependency on it.
(cherry picked from commit c591cb8fda
)
2020-04-16 11:41:23 +02:00
Rémi Verschelde
88e1264893
Android: Bump build tools to 29.0.3
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(cherry picked from commit ca896ddbf0
)
2020-04-16 11:41:11 +02:00
fhuya
ff7b455478
Delete unused drawable resources.
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(cherry picked from commit 73d4e2eefb
)
2020-04-16 11:40:56 +02:00
fhuya
fd045b8b91
Update Android custom template build configuration.
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(cherry picked from commit 9c11076a20
)
2020-04-16 11:40:06 +02:00
Ignacio Etcheverry
0e43565a7c
Fix exporting corrupted Xcode pbxproj if project name has spaces
2020-04-14 18:03:10 +02:00
Ignacio Etcheverry
445f1c6e7b
Mono/C#: Add iOS support
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Right now, games only work on devices when exported with FullAOT+Interpreter.
There are some issues left that need to addressed for FullAOT alone. Right now,
it's giving issues with the Godot.NativeCalls static constructor.
2020-04-14 18:03:10 +02:00
Rémi Verschelde
5698a9ec74
Merge pull request #37305 from m4gr3d/implement_plugin_signals_3.2
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[3.2] Add signal support to Godot Android plugin:
2020-04-10 18:42:32 +02:00
Rémi Verschelde
798bf901b8
Android: Downgrade gradle plugin to 3.5.3
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With the NDK installed locally, gradle plugin 3.6.0 seems to enforce
a specific older NDK version, and will fail building if you don't have
it installed with:
```
No version of NDK matched the requested version 20.0.5594570.
Versions available locally: 21.0.6113669
```
Upstream issue: https://github.com/gradle/gradle/issues/12440
(cherry picked from commit ba2ec53a26
)
2020-04-02 23:34:02 +02:00
fhuya
b995256bca
Update the naming scheme for the GodotPlugin's methods in preparation of the vulkan integration.
2020-03-28 15:42:21 -07:00
fhuya
0c782ca2b2
Backport Kotlin support
2020-03-27 10:18:30 -07:00
fhuya
f69760b4be
Add signal support to Godot Android plugin:
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Supports registering and emitting signal from a Godot Android plugin
2020-03-27 01:37:41 -07:00
fhuya
7135bc3e37
Miscellaneous cleanup for the Android codebase:
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- update gradle plugins versions
- cleanup java_godot_lib_jni
Note: logic was mostly moved around and no new logic/functionality was added.
2020-03-25 09:00:37 -07:00
Rémi Verschelde
acd14e645a
Remove unused classes and stray headers
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Found by reviewing headers with 1 or less matching includes:
```
find -name thirdparty -prune -o -name "*.h" -exec basename {} \; | sort -u > headers
for header in $(cat headers); do echo "$header: "; rg -l "#include \"(.*/)?$header\"" | wc -l; done > list-includes
```
(cherry picked from commit 9d24541597
)
2020-03-25 11:38:54 +01:00
Rajat Goswami
19e71f94d8
Adding missing include guards to header files identified by LGTM.
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This addresses the issue godotengine/godot#37143
(cherry picked from commit 2ecf928ae3
)
2020-03-25 11:38:54 +01:00
unknown
fcde11222a
Removed unused code in android detect.py and SCsub
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(cherry picked from commit 90cdacd741
)
2020-03-25 11:38:54 +01:00