Rémi Verschelde
690c5669e2
Merge pull request #91271 from m4gr3d/clean_gradle_build_setup
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Clean up the gradle build logic used to generate the Godot Android binaries
2024-08-16 10:33:19 +02:00
Alvin Wong
16a563b9ac
DisplayServerWindows: Fix logic when creating with transient parent
2024-08-15 04:10:15 +08:00
Rémi Verschelde
edc0571c96
Merge pull request #95425 from bruvzg/macos_joypad_queue
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[macOS] Fix wrong object type in joypad queue.
2024-08-12 18:18:19 +02:00
Rémi Verschelde
4ab4613f90
Merge pull request #95331 from Riteo/seat-tight-this-is-weird
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Wayland: Avoid recreating input objects on capability change
2024-08-12 14:10:07 +02:00
bruvzg
d1047f4c46
[macOS] Fix wrong object type in joypad queue.
2024-08-12 14:09:18 +03:00
Rémi Verschelde
d0fc7f73df
Merge pull request #95323 from bruvzg/ios_dyl
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[iOS] Fix dylib GDExtension convertion.
2024-08-09 23:25:12 +02:00
Riteo
0d1826e084
Wayland: Avoid recreating input objects on capability change
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Before, multiple capability events would instantiate the same object
over and over as long as its bit was set. This caused issues with
hotplug and device suspension.
2024-08-09 15:42:23 +02:00
bruvzg
824324e7c4
[iOS] Fix dylib GDExtension convertion.
2024-08-09 12:44:48 +03:00
bruvzg
9949d5a089
[macOS] Remove kill override.
2024-08-08 21:39:00 +03:00
bruvzg
2bd21b588e
[macOS] Load OpenGL.framework by path to avoid issues with non-Latin executable names.
2024-08-07 11:57:27 +03:00
Rémi Verschelde
4577b37036
Merge pull request #95191 from bruvzg/macos_term
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[macOS] Attempt to terminate process normally before using `forceTerminate`.
2024-08-06 12:32:22 +02:00
Rémi Verschelde
8ba212f188
Merge pull request #95189 from bruvzg/fix_mono_bundle
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[macOS] Fix `generate_bundle` build flag for .NET builds.
2024-08-06 12:32:18 +02:00
Rémi Verschelde
e693ff814a
Merge pull request #95155 from bruvzg/win_pen_checks
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[Windows] Reject `WM_POINTER(UP/DOWN)` messages for non pen pointer type.
2024-08-06 12:32:02 +02:00
Rémi Verschelde
e54ffd21e2
Merge pull request #95046 from timothyqiu/typos
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Fix several typos in the documentation
2024-08-06 12:31:12 +02:00
Rémi Verschelde
2b65ff9249
Merge pull request #95009 from bruvzg/win_transp_checks
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[Windows] Check if transparency is enabled in the project setting before applying DWM blur.
2024-08-06 12:30:56 +02:00
bruvzg
393741a7e2
[macOS] Attempt to terminate process normally before using `forceTerminate`.
2024-08-06 12:45:56 +03:00
bruvzg
1f53c71df5
[macOS] Fix `generate_bundle` build flag for .NET builds.
2024-08-06 10:55:24 +03:00
bruvzg
e5efde9481
[Windows] Reject WM_POINTER(UP/DOWN) messages for non pen pointer type.
2024-08-04 20:07:14 +03:00
Haoyu Qiu
7cf9ed5f65
Fix several typos in the documentation
2024-08-02 08:42:20 +08:00
bruvzg
27474c9563
[Windows] Check if transparency is enabled in the project setting before applying DWM blur.
2024-08-01 10:30:46 +03:00
bruvzg
99b0100a06
[X11] Use motion event button state instead of async state.
2024-08-01 10:07:07 +03:00
bruvzg
1dfcbccfe6
[macOS] Fix `is_process_running` and `kill` for bundled apps.
2024-07-31 16:54:53 +02:00
Rémi Verschelde
1d57b81d26
Merge pull request #94976 from bruvzg/win_app_name
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[Windows] Improve editor grouping, set friendly name registry key for exported projects.
2024-07-31 16:13:21 +02:00
bruvzg
3f8cc6678b
[Windows] Improve editor grouping, set friendly name registry key for exported projects.
2024-07-31 15:04:00 +03:00
Rémi Verschelde
8d9a394f63
Merge pull request #94958 from adamscott/fix-missing-web-nullcheck-source
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Add missing null check before disconnecting source
2024-07-31 11:37:47 +02:00
Rémi Verschelde
3fce516155
Merge pull request #94428 from alvinhochun/windows-angle-resize-sync
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Windows: Update ANGLE surface size when window is resized
2024-07-31 11:37:37 +02:00
Adam Scott
1776258b1c
Add missing null check before disconnecting source
2024-07-30 15:00:58 -04:00
Pierce Brooks
e3482a9336
Android: Ensure cleanup of all subobjects in the OpenSL audio driver
2024-07-30 17:20:46 +02:00
Rémi Verschelde
3e0c10d393
Merge pull request #94943 from bruvzg/arm64_gl_switch
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[Windows] Improve OpenGL/ANGLE switching on ARM64.
2024-07-30 12:29:13 +02:00
Rémi Verschelde
862d881843
Merge pull request #94923 from m4gr3d/fix_crash_on_android_terminate
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Fix crash that occurs on termination of the Godot engine on Android
2024-07-30 12:29:10 +02:00
Rémi Verschelde
a92d7ed19f
Merge pull request #94887 from m4gr3d/fix_generate_apk_for_dev_build
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Automatically enable `doNotStrip` for dev builds
2024-07-30 12:29:01 +02:00
bruvzg
ad0ab2f396
[Windows] Improve OpenGL/ANGLE switching on ARM64.
2024-07-30 10:11:58 +03:00
Fredia Huya-Kouadio
30d63e8ab9
Fix the crash that occurs on termination of the Godot engine on Android
2024-07-29 09:20:50 -07:00
Fredia Huya-Kouadio
c1acddfeb4
Fix the `generate_apk` logic when `dev_build` or `debug_symbols` are enabled
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Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2024-07-29 06:48:49 -07:00
A Thousand Ships
61c4ce272c
[Web] Gracefully handle non-finite audio volumes
2024-07-29 15:48:06 +02:00
Rémi Verschelde
9a8f18b9bf
Merge pull request #94796 from kus04e4ek/backfall
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Windows: Fall back to D3D12 if Vulkan is not supported and vice versa
2024-07-29 15:17:26 +02:00
Rémi Verschelde
65e046159b
Merge pull request #94836 from bruvzg/win7_angle
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[Windows] Remove libSynchronization
2024-07-28 17:46:59 +02:00
Rémi Verschelde
8239eac5d9
Merge pull request #94809 from ChrisBase/fix_keytool_for_android_export_not_found
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Fix Android export failing with custom keystores and no JDK setup in the OS environment
2024-07-28 17:46:42 +02:00
Rémi Verschelde
1d8373a300
Merge pull request #92859 from Summersay415/do-not-strip
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Android: Change the way `doNotStrip` is set
2024-07-28 17:46:31 +02:00
bruvzg
5d5d51937f
[Windows] Remove libSynchronization
2024-07-27 17:12:27 +03:00
Kusok
d30c1e6a8f
Fall back to D3D12 if Vulkan is not supported and vice versa
2024-07-27 16:17:20 +08:00
Chris
7afefe6469
Fixed Android export failing when no JDK is setup in the OS environment and custom keystores have been set in the export dialog.
2024-07-27 01:33:59 +02:00
Rémi Verschelde
607b230ffe
Merge pull request #94789 from Faless/web/fix_thread_cc_with_workaround
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[Web] Fix closure compiler builds, enable it in CI.
2024-07-26 13:44:25 +02:00
Rémi Verschelde
44342c385c
Merge pull request #94735 from aitorciki/nvdrs-memset-initialization
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[Windows] Use default aggregate initialization for NVAPI settings
2024-07-26 13:44:13 +02:00
Rémi Verschelde
13c6c0cdb7
Merge pull request #94706 from alvinhochun/window-set-transient-parent-on-create
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Pass window exclusive and transient properties for subwindow creation
2024-07-26 13:44:03 +02:00
Fabio Alessandrelli
96feb924e8
[Web] Enable the closure compiler in CI
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Also fixes some JSDoc annotations in GodotAudio
2024-07-26 13:27:52 +02:00
Fabio Alessandrelli
26f17c33a5
[Web] Add workaround for missing export in threaded builds
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The offending symbol gets stripped away by wasm-dce but it's used on the
JavaScript side and causes and undefined symbol which also causes the
closure compiler to throw an error.
2024-07-26 12:28:36 +02:00
Aitor Guevara
21f3e69a24
[Windows] Use default aggregate initialization for NVAPI settings
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Using the member initialization encouraged in NVAPI documentation for
NVDRS_SETTING results in builds enabling `dev_mode` breaking. Default
aggregate initialization results in a clean build though.
2024-07-25 14:41:46 +02:00
alvinhochun
24e02d56cb
Remove unneeded call in DisplayServerX11
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X11 does not need setting exclusive flag (it is not implemented).
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2024-07-25 17:11:15 +08:00
Fredia Huya-Kouadio
4d0da74014
Fix the cleanup logic for the Android render thread
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On Android the exit logic goes through `Godot#onDestroy()` who attempts to cleanup the engine using the following code:
```
runOnRenderThread {
GodotLib.ondestroy()
forceQuit()
}
```
The issue however is that by the time we ran this code, the render thread has already been paused (but not yet destroyed), and thus `GodotLib.ondestroy()` and `forceQuit()` which are scheduled on the render thread are not executed.
To address this, we instead explicitly request the render thread to exit and block until it does. As part of it exit logic, the render thread has been updated to properly destroy and clean the native instance of the Godot engine, resolving the issue.
2024-07-24 10:17:46 -07:00