An error in unix file IO was causing crashes when getting the size of a file larger than max integer size
As ftell returns a long the fix is trivial
(cherry picked from commit 8a7840a304)
New contributor added to AUTHORS:
@mysticfall
Thanks to all contributors and donors for making Godot possible!
[ci skip]
(cherry picked from commit bd54ff78d9)
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.
This hasn't made it into master yet but is important for mono support.
If this turns out to be the wrong call we'll revert and merge whatever
next version of this becomes available.
Add debug flag to the 'Export PCK/ZIP' option
Make 'Export PCK/ZIP' notify when the export process begins. This is necessary to receive the 'EditorExportPlugin::_export_begin' callback
(cherry picked from commit 68b35de2b6)
Added a one-liner to update the Create button disabled state when
selecting an item from the search results list.
Fixes#17265, long live the Realm!
(cherry picked from commit 68a4241131)
Previously this would not explicitly say the export failed.
Sure you might see another error somewhere,
but that's not very reliable/obvious.
(cherry picked from commit 4954982b95)
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)