Commit Graph

132 Commits

Author SHA1 Message Date
Rémi Verschelde
7086d72e13
Merge pull request #45277 from bruvzg/ios_arm64_sim
Add separate `simulator` flag for iOS build, change main library to `xcframework`.
2021-01-26 14:02:16 +01:00
Fabio Alessandrelli
4e09453407 [HTML5] Better editor HTML, small refactor.
Side and GDNative libraries are now added by engine.js , the dynlink pre
js had been deleted.
2021-01-25 20:15:57 +01:00
Rémi Verschelde
76c6007aa6
Cleanup: Remove executable bit from files which don't need it
Drop unused xpmfix.sh script.
2021-01-19 23:36:42 +01:00
bruvzg
efd8f27790
[WIP] Add separate simulator flag for iOS build, change main library to xcframework format. 2021-01-18 10:36:14 +02:00
Hugo Locurcio
663466b882
Make links on the HTML5 editor more readable
This also tweaks the focus style to apply to all elements for
better keyboard navigation.
2021-01-07 18:46:26 +01:00
Rémi Verschelde
b5334d14f7
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 🎆
2021-01-01 20:19:21 +01:00
Hugo Locurcio
d80224934e
Fix and decrease Godot logo size in the HTML5 editor loader
The logo can no longer overflow the viewport.
2020-12-26 17:51:42 +01:00
Lorenzo Cerqua
17b9cb2cdf Remove two very slightly displaced duplicate vertices on Gobot's face
They didn't show up at all in the rendered PNG, but were pretty annoying when working with Gobot face on Inkscape
2020-12-11 07:05:54 +01:00
Fabio Alessandrelli
6bc07cf777 [HTML5] Add logo and favicon to editor html. 2020-12-09 17:54:50 +01:00
Hugo Locurcio
e31c6d484e [HTML5] Improve the editor HTML template. 2020-12-09 15:35:57 +01:00
Fabio Alessandrelli
f579b1d1f8 [HTML5] Editor also persists cache. 2020-12-09 14:27:41 +01:00
Fabio Alessandrelli
611c4998e8 [HTML5] EditorRunNative works with GDNative.
This "breaks" our loading bar logic (libraries are not counted).
Fixing it is non trivial and probably deserves investigating a different
strategy.
2020-12-05 00:55:07 +01:00
Marcel Admiraal
f42284ed07 Add missing javascript semi-colons. 2020-11-17 18:18:46 +00:00
Aaron Franke
02161aad5a
Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
Rémi Verschelde
fa698151cf
Merge pull request #42863 from Calinou/add-windows-installer-files
Add files to create a Windows editor installer using Inno Setup
2020-11-16 13:03:24 +01:00
Sergey Minakov
1f94a59859 iOS Export: export modification to support plugins
Added plugin configuration.
Export options now use plugins that could be enabled/disabled.
Plugin changes are observed at runtime.
2020-11-10 16:40:01 +03:00
Sergey Minakov
30783d57cc iOS Modules: separate main platform code from modules
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.
2020-11-10 16:28:29 +03:00
Hugo Locurcio
a1d9c67f43
Optimize SVG using svgcleaner --multipass
This decreases the editor binary size by about 8 KB.
2020-10-25 10:02:37 +01:00
Hugo Locurcio
8baa303d15
Add files to create a Windows editor installer using Inno Setup
This partially addresses
https://github.com/godotengine/godot-proposals/issues/1432.

To fully address the proposal above, official Windows installers will
have to be compiled and distributed.
2020-10-19 14:53:59 +02:00
Fabio Alessandrelli
3dfb769115 Add JavaScript editor html file. 2020-10-14 11:20:50 +02:00
Sergey Minakov
3cd1cb53a0 iOS: Refactoring
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.
2020-10-02 15:04:51 +03:00
Fabio Alessandrelli
53f04aa1b9 Make canvas resize optional in HTML5. 2020-09-23 09:51:06 +02:00
Fabio Alessandrelli
806edcae5b Better HiDPI support in HTML5. 2020-09-23 09:51:06 +02:00
Marcel Admiraal
1739f10459 Remove unused variable in fixed-size.html. 2020-09-10 08:02:06 +01:00
Marcel Admiraal
64095245ee Explicitly add implicitly added semicolons. 2020-09-09 15:30:57 +01:00
Hazar
5e5100afca
fix GDScript UTI
changed from public.data to public.script
2020-08-19 21:27:22 +03:00
Hugo Locurcio
4dc6efc08e
Fix inconsistent indentation in the FreeDesktop MIME type XML 2020-08-10 23:04:13 +02:00
Sergey Minakov
fe60815d66 iOS SCons: static Vulkan binary usage
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
2020-07-25 21:55:25 +02:00
Sergey Minakov
8e82ab4bf5 iOS Vulkan: copy icd to app 2020-07-25 21:55:23 +02:00
Sergey Minakov
8dc2b267f9 iOS Export: MoltenVK framework for Vulkan support 2020-07-25 21:55:18 +02:00
Rémi Verschelde
3ed5ff244f
Merge pull request #40298 from Calinou/optimize-ios-splash
Optimize the default iOS splash images
2020-07-14 19:39:28 +02:00
Aaron Franke
9986439352
Commit other files changed by file_format.sh 2020-07-13 14:14:11 -04:00
Aaron Franke
d8b65461e3
Commit only the SVG files changed by file_format.sh
There were a lot of SVG files changed by file_format.sh
2020-07-13 14:08:55 -04:00
Hugo Locurcio
2b3c9944b1
Optimize the default iOS splash images
Command used:

    parallel oxipng -o6 --strip --zopfli ::: **/*.png

This saves about 14 KB in total.
2020-07-11 22:31:17 +02:00
Sergey Minakov
d4c541c25a iOS Export: add option to use storyboard for launch screen 2020-07-07 01:46:26 +03:00
Rémi Verschelde
64aa25b2e5
Merge pull request #40050 from naithar/feature/ios-gdnative-master-2
[4.0] Add support of iOS's dynamic libraries to GDNative
2020-07-03 07:48:13 +02:00
Sergey Minakov
864224a5c1 iOS Export: Updated Info.plist. Framework embedding. Fixes for search paths 2020-07-02 12:56:11 +03:00
bruvzg
00299f15b4
[macOS] Add support for the Apple Silicon (ARM64) build target. 2020-06-29 12:33:51 +03:00
Sergey Minakov
488879f52b Export: Fix iOS enabling push notifications capability 2020-06-23 12:48:44 +03:00
Sergey Minakov
6a01fbc9a7 Export: Remove system frameworks from xcode template 2020-06-23 12:48:44 +03:00
Hugo Locurcio
fdb89a3f9a Rename "Identifier" to "Bundle Identifier" in macOS/iOS export presets
"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.
2020-06-19 09:59:38 +02:00
Fabio Alessandrelli
3097c2da96 Add WebSocket debugger, use it for Javascript. 2020-05-12 15:09:13 +02:00
Fabio Alessandrelli
7411e7fd37 DisplayServerJavaScript implementation. 2020-05-10 18:22:48 +02:00
Hugo Locurcio
b896ca8722
Request the dedicated GPU when starting Godot from the .desktop file
See <https://www.hadess.net/2020/05/dual-gpu-support-launch-on-discrete-gpu.html>
for more information on this newly added `.desktop` entry property.
2020-05-06 21:09:40 +02:00
Hugo Locurcio
eecce139ea Set the title tag in the HTML5 export immediately
This makes the project title display without having to wait for
the project to finish loading.
2020-04-22 11:31:14 +02:00
Ignacio Etcheverry
21d1ea60a7 Fix exporting corrupted Xcode pbxproj if project name has spaces 2020-03-31 09:37:17 +02:00
Aaron Franke
7dbe8b65ae
Make file formatting comply with POSIX and Unix standards
UTF-8, LF, no BOM, and newlines at the end of files
2020-03-21 17:41:03 -04:00
Rémi Verschelde
a4801674c5 SCons: Bump required C++ standard to C++17
As per #36436, we now need C++17's guaranteed copy elision feature to
solve ambiguities in Variant.

Core developers discussed the idea to move from C++14 to C++17 as our
minimum required C++ standard, and all agreed. Note that this doesn't
mean that Godot is going to be written in "modern C++", but we'll use
modern features where they make sense to simplify our "C with classes"
codebase. Apart from new code written recently, most of the codebase
still has to be ported to use newer features where relevant.

Proper support for C++17 means that we need recent compiler versions:

 - GCC 7+
 - Clang 6+
 - VS 2017 15.7+

Additionally, C++17's `std::shared_mutex` (conditionally used by
`vk_mem_alloc.h` when C++17 support is enabled) is only available in
macOS 10.12+, so we increase our minimum supported version.
2020-02-22 20:00:21 +01:00
Hugo Locurcio
4d8dce1606
Add a fish shell completion file for the Godot editor 2020-02-16 17:44:03 +01:00
Rémi Verschelde
386968ea97 Remove obsolete GLES3 backend
Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.

The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.

Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.

So long, OpenGL driver bugs!
2020-02-13 10:36:44 +01:00