Rémi Verschelde
450bdda97a
Merge pull request #12387 from santouits/x1111
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Fix x11 boot logo position in fullscreen and in maximized
2017-11-20 15:48:08 +01:00
Rémi Verschelde
32c12a92a5
Add initial support for the XDG Base Directory spec
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Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513 .
2017-11-19 20:54:24 +01:00
Juan Linietsky
d09160a8b6
Make video mode initialization more intuitive, fixes #12022
2017-11-09 13:02:26 -03:00
Juan Linietsky
7715a261d5
Merge pull request #12262 from AndreaCatania/pplug
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Physics server plug
2017-11-03 23:39:44 -03:00
AndreaCatania
7a9ca08f16
Implemented physics plug
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Moved init_physics
Implemented physics 2D plug
Fix clang
Fix clang
Fix static check
Fix clang
Fix static check
Moved physics server initialization
Moved physics server settings initialization
2017-11-04 03:25:51 +01:00
Marcelo Fernandez
be6ac69f75
Implemented OS get_latin_keyboard_variant on x11
2017-10-30 12:14:40 -03:00
santouits
55fae24710
Fix x11 boot logo position in fullscreen and in maximized
2017-10-26 01:06:26 +03:00
Rémi Verschelde
79e247d74e
Drop unusued LEGACYGL_ENABLED check
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[ci skip]
2017-10-13 00:18:04 +02:00
Marcelo Fernandez
20918587d3
FileSystemDock will now remove files/dirs to trashcan using OS::move_to_trash
2017-09-25 21:49:01 -03:00
letheed
5ad9be4c24
Rename pos to position in user facing methods and variables
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Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:
* pos -> position
* rot -> rotation
* loc -> location
C++ variables are left as is.
2017-09-20 13:11:10 +02:00
Rémi Verschelde
53bbc046ee
Merge pull request #11252 from marcelofg55/fix_noaudio_crash
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Fix crash when no audio driver is available
2017-09-17 22:48:22 +02:00
Thomas Herzog
7dffed485b
Merge pull request #11230 from maxim-sheronov/fix_enum_bindings
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Fix enums bindings
2017-09-15 08:43:35 +02:00
Marcelo Fernandez
7a4c0ff35e
Fix crash when no audio driver is available
2017-09-13 20:54:55 -03:00
Maxim Sheronov
0fffa45158
Fix enums bindings
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Add missed bindings for enums
Move some enums to class to have correct output of api.json
2017-09-13 20:57:07 +03:00
Marcelo Fernandez
83fe937362
Added a crash handler to dump the backtrace on Windows, Linux and OS X
2017-09-13 10:07:23 -03:00
Rémi Verschelde
bd282ff43f
Use HTTPS URL for Godot's website in the headers
2017-08-27 14:16:55 +02:00
Marcelo Fernandez
63f847b306
p_screen param from get_screen_* funcs now default to the current screen
2017-08-21 18:28:29 -03:00
Juan Linietsky
25678b1876
-Renamed GlobalConfig to ProjectSettings, makes more sense.
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-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
geequlim
7358766ff6
IME window follow the input cursor.
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Abstruct set_ime_position to OS class.
Update ime position for LineEdit and TextEdit.
2017-07-11 18:36:20 +08:00
Marcelo Fernandez
c3563b266f
Implemented borderless window functions on Linux.
2017-07-05 12:19:24 -03:00
Jia Wang
098a888ec0
Workaround for IME and echo events on Linux:
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Request detectable auto-repeat (Require XKB extension) to support
echo events and IME at the same time. Fixes #29 , #7106 and #9381 .
2017-06-29 19:26:06 +08:00
Juan Linietsky
e79e135841
Revert "Workaround for IME on Linux."
2017-06-25 20:09:16 -03:00
Jia Wang
41029eb1f0
Workaround for IME on Linux( fixes #29 #7106 ):
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Workaround for supporting input method frameworks like SCIM,
IBus, Fcitx, etc.
The locale is set when the application starts.
Workaround for input when the input context within the specified
input method is not available.
2017-06-25 08:17:56 +08:00
Juan Linietsky
5b3709d309
Removal of InputEvent as built-in Variant type..
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this might cause bugs I haven't found yet..
2017-05-20 17:05:38 -03:00
Juan Linietsky
98a3296702
Removal of Image from Variant, converted to a Resource.
2017-05-17 07:37:45 -03:00
Sergey Pusnei
8589ca3903
Rename [gs]et_pos to [gs]et_position for Controls
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Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
2017-04-10 08:27:34 +02:00
Rémi Verschelde
df61dc4b2b
Add "Godot Engine contributors" copyright line
2017-04-08 00:11:42 +02:00
Andreas Haas
c0b6756875
Input: Remove usage of platform dependent event IDs.
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The ID property for InputEvents is set by `SceneTree` when sending the event down the tree.
So there's no need for the platform specific code to set this value when it will later be overriden anyway...
2017-03-26 15:59:32 +02:00
Rémi Verschelde
5dbf1809c6
A Whole New World (clang-format edition)
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I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Julian Murgia
94103c0c02
Add API to access battery power state
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Done:
- X11, server (tested)
- Windows (developed, would be nice to retest)
- OSX (not tested)
Prepared (not developed):
- Android (code is here, but may not compile)
- iphone
- winrt
- bb10
- haiku
- javascript
2017-03-04 18:04:29 +01:00
Ilija Boshkov
1005a56e5a
Added focus tracking in X11 and Windows classes, added new confined mouse mode ( #7162 )
2017-01-25 19:21:41 +01:00
Juan Linietsky
b400c69cd4
Oops! Audio engine has vanished :D
2017-01-15 16:07:51 -03:00
Andreas Haas
4a6428aaee
Rename "joypad_linux" class to "JoypadLinux"
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Named this class in GodotCase, so it fits with the rest of the codebase.
2017-01-08 22:22:00 +01:00
Rémi Verschelde
5bfa4227b3
Finish replacement of joystick by joypad
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Some parts were forgotten in 547a577
.
2017-01-08 21:33:37 +01:00
Juan Linietsky
547a57777b
renamed joystick to joypad everywhere around source code!
2017-01-08 17:06:33 -03:00
Rémi Verschelde
3f3f5a5359
Merge remote-tracking branch 'origin/gles3' into gles3-on-master
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Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
2017-01-02 21:52:26 +01:00
Rémi Verschelde
c7bc44d5ad
Welcome in 2017, dear changelog reader!
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That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00
Gustav Lund
2495e8a941
fix for crash when no ALSA or Pulse installed on linux
2016-12-12 10:47:41 +01:00
ISylvox
b5c383fd61
vsnc --> vsync
2016-11-08 21:06:57 +07:00
Juan Linietsky
22d83bc9f6
Begining of GLES3 renderer:
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-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
2016-10-03 21:35:16 +02:00
Mario Schlack
d04ada3973
Implement OS.request_attention() for X11
2016-07-21 19:40:36 +02:00
Andreas Haas
eaa34f2123
x11: fix XRandr GetMonitors
2016-06-12 15:29:02 +02:00
Andreas Haas
18c941bbec
x11: Implemented dpi detection
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depends on XRandR.
Had to dynamically load `XRRGetMonitors` as Ubuntu 12.04 doesn't have it.
Also removed libudev from travis install list.
2016-06-09 18:54:06 +02:00
Juan Linietsky
2420e46b44
vsync support
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-works on windows
-may not work on X11, if so please fix
-OSX does not seem to support disabling vsync
2016-06-05 19:14:33 -03:00
Andreas Haas
ae0a59731e
x11: Add support for filesystem drag & drop using xdnd
2016-05-28 21:35:42 +02:00
Hubert Jarosz
4a4f247914
remove trailing whitespace
2016-03-09 00:00:52 +01:00
hondres
11e4c128ac
x11: use different strings for WM_CLASS depending on context
2016-01-27 21:53:37 +01:00
hondres
c632c13c66
Add some joystick functions to input. Enables manipulation of mappings at runtime
2016-01-08 00:40:41 +01:00
George Marques
5be9ff7b67
Update copyright to 2016 in headers
2016-01-01 11:50:53 -02:00
hondres
541c9039c5
Check pkg-config for libudev and enable gamepad code only if found. Linux only for now
2015-12-21 22:39:03 +01:00
hondres
af633c7941
Better gamepad support
2015-12-18 06:12:53 +01:00
Juan Linietsky
dd09215c90
Revert "libao audio driver"
2015-11-19 20:05:26 -03:00
Anton Yabchinskiy
3b9868d2e4
Merge branch 'master' of github.com:okamstudio/godot
2015-11-02 20:25:01 +03:00
Phobos Tro
2d2ab92680
Made the Atom net_wm_icon local
2015-10-26 01:36:27 +08:00
Phobos Tro
746ef7cbd6
Fixing memory leaks
2015-10-25 22:15:56 +08:00
Juan Linietsky
9962518ffd
Merge branch 'master' of https://github.com/okamstudio/godot
2015-09-24 18:07:13 -03:00
Juan Linietsky
82a3304458
Added ability to set custom mouse cursors. Not hardware accelerated yet.
2015-09-24 18:06:15 -03:00
Juan Linietsky
ce6fefced8
Properly implement OS.alert() from script, and use xmessage on X11
2015-09-21 09:39:46 -03:00
Juan Linietsky
3a59747c62
-fixes to capture mode
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-ability to drag spinboxes and tree ranges to change values, like in Unity or Unreal
2015-08-29 01:43:21 -03:00
Anton Yabchinskiy
dc8df8a91a
Merge branch 'master' of github.com:okamstudio/godot
2015-07-29 23:01:36 +03:00
Juan Linietsky
9df77d2765
ability to run 2D physics in a thread
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also, 2D physics is now thread safe too.
see physics_2d/thread_model
2015-05-26 01:06:05 -03:00
Juan Linietsky
59154cccf9
-Changed Godot exit to be clean.
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-Added more debug information on memory cleanliness on exit (if run with -v)
-Fixed several memory leaks, fixes #1731 , fixes #755
2015-04-20 19:38:02 -03:00
Juan Linietsky
fdaa2920eb
Updated copyright year in all headers
2015-04-18 14:38:54 -03:00
Anton Yabchinskiy
16746f157f
Merge branch 'master' of github.com:okamstudio/godot
2015-04-04 09:31:21 +03:00
Juan Linietsky
23e13ce3c2
fixes to new window management API
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-needs testing on Linux
-needs testing on Windows
-NEED SOMEONE TO IMPLEMENT IT ON OSX!! PLEASE HELP!
2015-03-22 19:00:50 -03:00
hurikhan
f5d2e1f42c
Renamed EXPERIMENTAL_WM_API to NEW_WM_API
2015-02-15 18:26:49 +08:00
hurikhan
df7d26ff5b
cleanup + MouseGrab
2015-02-12 15:58:00 +01:00
hurikhan
dfb5a1d5e1
* multi_screen testing + bugfixes
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* ALT-TAB is working
* tested on Ubuntu 14.10 Unity + LXDE
* minor cleanup
2015-01-18 00:28:04 +09:00
hurikhan
716971655e
added the following methods:
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* set_minimized(bool)
* bool is_minimized()
* set_maximized(bool)
* bool is_maximized()
2015-01-17 00:18:45 +09:00
hurikhan
d269344bbd
WIP -- set_resizable() + is_resizable added
2015-01-15 22:50:23 +09:00
hurikhan
7222e195e5
minor cleanup
2015-01-14 13:19:27 +08:00
hurikhan
790d8ecbb9
get_screen() + set_screen() added
2015-01-14 12:02:59 +08:00
hurikhan
ce7c7a862e
get_screen_position() added
2015-01-13 17:25:50 +08:00
hurikhan
c0d3632667
introduced the scons experimental_wm_api switch:
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================================================
Usage:
scons p=x11 experimental_wm_api=yes
2015-01-13 15:44:39 +08:00
hurikhan
f9d0de0d2a
get_screen_size() added
2015-01-11 19:35:53 +08:00
hurikhan
3c8b047b11
get_screen_count() added
2015-01-11 18:52:42 +08:00
hurikhan
466e251abe
get_window_size() + set_window_size() added
2015-01-11 17:36:56 +08:00
hurikhan
ac558c15ea
get_window_position() + set_window_position() added
2015-01-11 15:47:27 +08:00
hurikhan
5d9de48d8d
Make fullscreen-switching is working with LXDE/Openbox
2015-01-10 21:50:31 +08:00
hurikhan
0d2ec19082
API change to set_fullscreen(enabled,screen)
2015-01-10 18:38:30 +08:00
hurikhan
97d290e466
x11-fullscreen support through GDScript( OS.set_fullscreen(bool) )
2015-01-10 15:47:34 +08:00
Anton Yabchinskiy
4ab1bcde35
Merge branch 'master' of github.com:okamstudio/godot
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Conflicts:
drivers/SCsub
platform/x11/detect.py
platform/x11/os_x11.h
2014-12-23 23:44:07 +03:00
Alexander Stillich
f2843209a5
Implemented PulseAudio backend and fixed audio driver selection on X11
2014-12-19 13:44:34 +01:00
Anton Yabchinskiy
99676d7e74
Merge branch 'master' of https://github.com/okamstudio/godot
2014-12-04 16:32:43 +03:00
Juan Linietsky
e361e8539c
-Ability to ask for documents/pictures/etc system dirs.
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-Fixes to animationplayer
-fixes to collada importer
2014-12-02 14:02:41 -03:00
Anton Yabchinskiy
c26a1b9d7b
Use libao driver on X11 platform
2014-11-22 13:37:50 +03:00
Juan Linietsky
0a557f3bf5
- more fixes on #672 on windows
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- added #660 , but need help on osx, help please I don't have a mac!
- fixed #667 and #668 (eol detection in comments)
- added #670 (hint when using method without () )
2014-09-19 21:01:41 -03:00
Dana Olson
29fa278c6a
re-added old method for openbox/lxde (possibly others)
2014-09-16 03:22:29 -04:00
Dana Olson
103cc7ffda
cleanup
2014-09-16 02:49:31 -04:00
Dana Olson
dbae857b29
borderless fullscreen window support for x11
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move disable resize x11 code from context_gl to os_x11
2014-08-25 02:54:38 -04:00
Juan Linietsky
1cad087969
Making Godot Easier to Use..
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-Auto indenter in code editor, this makes it much easier to paste external code.
-Zoom in 2D viewport now uses the mouse pointer as reference.
-Obscure hack to see where code/line of GDScript in C++ backtrace.
-Fixed a bug where keys would get stuck on X11 if pressed simultaneously
-Added Api on IP singleton to request local IPs.
-Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
2014-05-24 01:35:47 -03:00
Juan Linietsky
0360b454a4
-Fixed viewport stretch bugs
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-Fixed input in viewport stretch bugs
-Fixed tilemap pixel overlap (really?)
2014-04-18 11:43:54 -03:00
Juan Linietsky
0b806ee0fc
GODOT IS OPEN SOURCE
2014-02-09 22:10:30 -03:00