Commit Graph

307 Commits

Author SHA1 Message Date
bruvzg 68ce59a12d Fix non-HiDPI mode on HiDPI displays on macOS Catalina.
(cherry picked from commit 509afcea92)
2019-10-25 16:32:38 +02:00
bruvzg 84a227b663 [macOS] Fix rendering on retina displays with HiDPI support disabled.
(cherry picked from commit 50e2c1e184)
2019-10-25 16:32:31 +02:00
Ibrahn Sahir c27f44f525 Check project settings live before lookup in crash handler
In x11, windows and osx crash handlers, check project settings exists
before looking up the crash handler message setting.
Avoids crashing the crash handler when handling a crash outside project
settings lifetime. Instead omitting the configurable message and
continuing with trace dump.

(cherry picked from commit 63068e2ccd)
2019-07-03 17:02:13 +02:00
Bastiaan Olij 633ac4f753 Using DisplayLink to emulate vsync on OSX
(cherry picked from commit b53f2d1d59)
2019-07-03 16:10:10 +02:00
bruvzg 0195619925 [macOS] Fix missing mouse move event speed.
(cherry picked from commit b7e9e184aa)
2019-07-03 15:54:38 +02:00
Hein-Pieter van Braam cada03eedb Don't use -ffast-math or other unsafe math optimizations
Godot supports many different compilers and for production releases we
have to support 3 currently: GCC8, Clang6, and MSVC2017. These compilers
all do slightly different things with -ffast-math and it is causing
issues now. See #24841, #24540, #10758, #10070. And probably other
complaints about physics differences between release and release_debug
builds.

I've done some performance comparisons on Linux x86_64. All tests are
ran 20 times.

Bunnymark: (higher is better)
(bunnies)    min    max  stdev average
fast-math   7332   7597    71     7432
this pr     7379   7779   108     7621 (102%)

FPBench (gdscript port http://fpbench.org/) (lower is better)
(ms)
fast-math  15441  16127   192    15764
this pr    15671  16855   326    16001  (99%)

Float_add (adding floats in a tight loop) (lower is better)
(sec)
fast-math   5.49   5.78  0.07     5.65
this pr     5.65   5.90  0.06     5.76  (98%)

Float_div (dividing floats in a tight loop) (lower is better)
(sec)
fast-math  11.70  12.36  0.18    11.99
this pr    11.92  12.32  0.12    12.12  (99%)

Float_mul (multiplying floats in a tight loop) (lower is better)
(sec)
fast-math  11.72  12.17  0.12    11.93
this pr    12.01  12.62  0.17    12.26  (97%)

I have also looked at FPS numbers for tps-demo, 3d platformer, 2d
platformer, and sponza and could not find any measurable difference.

I believe that given the issues and oft-reported (physics) glitches on
release builds I believe that the couple of percent of tight-loop
floating point performance regression is well worth it.

This fixes #24540 and fixes #24841

(cherry picked from commit e5b335d367)
2019-07-03 15:53:22 +02:00
bruvzg 02585688cd [macOS] Disable setWantsLayer on macOS < 10.14
(cherry picked from commit 4aa441591c)
2019-07-03 15:05:47 +02:00
bruvzg f666a5f34a [macOS] Fix blank splash screen
(cherry picked from commit 30852d0237)
2019-07-03 14:59:46 +02:00
bruvzg a110937a16 Fix initial blank screen on macOS Mojave (except splash).
(cherry picked from commit 07aee14dd7)
2019-07-03 14:59:22 +02:00
bruvzg 811b11c452 Fix .app bundle crash on macOS
(cherry picked from commit cfce8de0b5)
2019-07-03 14:58:46 +02:00
Colin Kinloch 9e91d4e5cb Update mouse location on background scroll and window focus in macOS
(cherry picked from commit 464842c62c)
2019-07-03 14:57:53 +02:00
Ibrahn Sahir 2e86a5f929 Fixed hang when segfaulting after OS object destroyed (OSX and X11)
The two POSIX style crash handlers (OSX and X11) now remove their signal
handlers when they are destroyed.
Additonally if they are called while no OS singleton is set, they will
simply abort(). This should not happen now that they remove themselves,
but if a future change seperates OS object and crash handler lifetimes,
this may be easier to report/debug than hanging on SIGSEGV.

(cherry picked from commit 653b832422)
2019-07-03 14:25:56 +02:00
bruvzg 042a74a696 [macOS] Allow using user provided `.icns` files for exported app icons.
(cherry picked from commit 22ee26849e)
2019-07-03 12:33:25 +02:00
bruvzg 56a82b473e Fix macOS icon export (add 1024px PNG icon and 32px/16px RLE icons).
(cherry picked from commit 56b26c4369)
2019-07-03 12:33:25 +02:00
Bernhard Liebl ac1520325c Catch NSException in macOS run loop to prevent crashs
(cherry picked from commit 3ff18ee61e)
2019-07-03 12:27:23 +02:00
Hein-Pieter van Braam 49929c1e57 Fix OSXCROSS build with clang-6.0
Backport from Fabio Alessandrelli's commit at
875d822d77
2019-01-08 00:55:46 +01:00
Rémi Verschelde 0eab0d9343 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-03 11:41:35 +01:00
Guilherme Felipe 2fa54c1df6 Fix custom cursor disappearing on osx
(cherry picked from commit 48f9e6a05b)
2018-05-13 21:51:25 +02:00
Marcelo Fernandez e7837828f6 Improved error checking at EditorExportPlatformPC::export_project
(cherry picked from commit 0876502f72)
2018-04-29 15:12:21 +02:00
Fabio Alessandrelli 66b36235c9 Fix IPhone and OSX cross compilation
(cherry picked from commit e7b9e2f970)
2018-04-29 14:46:03 +02:00
bruvzg de66976ff0 Fix dragging window from non-retina to retina display.
(cherry picked from commit 14597dc2b2)
2018-04-28 17:51:11 +02:00
Pedro J. Estébanez 4f0b5f7307 Implement always-on-top for MacOS
Courtesy of @bruvzg.

(cherry picked from commit 2e8c7824c0)
2018-04-14 19:04:13 +02:00
Marcelo Fernandez 8289f8628d Modify OSX can_export logic to match the logic from EditorExportPlatformPC::can_export
(cherry picked from commit a42dfd7882)
2018-03-28 23:47:22 +02:00
bruvzg d8a0b6ba63 Hack to force macOS window activation for non-bundled app.
(cherry picked from commit 506e17ee70)
2018-03-28 23:39:16 +02:00
luz.paz 751806b5c7 Fix typos with codespell
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```

(cherry picked from commit 612ab4bbc6)
2018-02-22 12:17:06 +01:00
BTaskaya 12da8dcdeb PEP3101 applied with changing old type string formatting as new ones
(cherry picked from commit 78dba05fc0)
2018-02-19 22:25:41 +01:00
Marcelo Fernandez 150423203b Added OS::center_window to center the window precisely on desktop platforms
(cherry picked from commit ea1d726a46)
2018-02-19 22:14:05 +01:00
bruvzg 77d27053c3 [macOS] Strip executable when `separate_debug_symbols` is set to yes
(cherry picked from commit 9ef0315b06)
2018-01-30 20:56:16 +01:00
bruvzg 24b01fe70c
Fix macOS build after #16092 2018-01-26 22:39:08 +02:00
Hein-Pieter van Braam c6d9a7665a Make separate debug symbols opt-in
This adds a separate_debug_symbols option to the x11, windows, and osx
targets. This will default to adding normal debugging symbols to the
artifacts and only splits them when separate_debug_symbols=yes on the
Scons command line.
2018-01-26 20:46:56 +01:00
Bernhard Liebl 2419ffd428 On macOS, prevent key_event_buffer overflows 2018-01-19 08:47:30 +01:00
bruvzg f0029fd3c6
[macOS] Adds ability to open files with "Open With" or double-click from Finder 2018-01-12 16:38:19 +02:00
bruvzg b3d803c901
Fix IME producing multiple events per key press. 2018-01-10 13:43:24 +02:00
Rémi Verschelde 51709cd8c8
Merge pull request #15344 from bruvzg/osx_dylib_export
[GDnative] macOS `dylib` export fixes
2018-01-08 15:12:50 +01:00
bruvzg ff82fbdf64
Remove 10.6+ runtime version checks, add 10.12+ runtime version checks 2018-01-07 01:21:47 +02:00
bruvzg 47770df198
Fix build on macOS pre 10.12, fix deprecation warnings on 10.12+ 2018-01-06 16:12:57 +02:00
Rémi Verschelde db49f35ab8 SCons: Fix usage of LD when we meant LINK
Also made LINK and CXXFLAGS configurable as command line options.
Note that LINK currently expects the *compiler* that will be used
for linking and will call its configured linker behind the scenes
(so g++, clang++, etc., not ld.gold). See #15364 for details.
2018-01-05 20:37:45 +01:00
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
bruvzg cce6adfc51
Adds dylib export for "dmg" export mode and change dylib path to "/Contents/Frameworks" 2018-01-04 21:41:59 +02:00
Duy-Nguyen TA 322cb08dd9 Fix macOS and other builds after #15299
Commit ammended by @akien-mga to fix more platforms.
2018-01-04 19:48:05 +01:00
Juan Linietsky 6e2ed15ff1 Add support from properly exporting shared objects, needed for GDNative export 2018-01-04 15:43:06 -03:00
Emmanuel Leblond e315c94900 Change OS::initialize signature to return Error (fix segfault on x11) 2018-01-04 15:15:55 +01:00
Rémi Verschelde b997773b26
Merge pull request #15033 from poke1024/shortcuts-mac
Alternative keyboard shortcuts for macOS
2018-01-04 14:56:29 +01:00
Rémi Verschelde 6322b0bbb7
Merge pull request #12814 from guilhermefelipecgs/add_hardware_custom_cursor
Custom hardware-accelerated mouse cursor
2018-01-03 08:35:59 +01:00
Rémi Verschelde b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Bernhard Liebl 3f122672a2 On macOS, change some default editor shortcuts 2017-12-26 11:24:12 +01:00
Juan Linietsky 021f3c924b -Removed OpenMP support, replaced by a custom class.
-Disabled Opus, implementation is wrong.
2017-12-24 09:32:12 -03:00
Rémi Verschelde bf4d398d4e Do not require OpenMP for non-tools builds (export templates) 2017-12-22 12:24:40 +01:00
Guilherme Silva a392dbdbe3 Add implementation for custom hardware cursor 2017-12-17 13:40:29 -02:00
Juan Linietsky 652c98a7be Add epic hack so vsync can be toggled in run-time from script. Fixes #14458.
Call needs to be routed via visual server to reach the proper thread.
2017-12-16 17:11:02 -03:00