- EditorExportPlugin's _export_begin accepts all the arguments related
to the current export (is_debug, path, flags).
- EditorExportPlugin API is extended with methods allowing to configure
iOS export: add_ios_framework, add_ios_plist_content,
add_ios_linker_flags, add_ios_bundle_file.
- iOS export template now contains Godot as a static library so that
it can be linked with third-party Frameworks and GDNative static
libraries.
- Adds method to DirAccess for recursive copying of a directory.
- Fixes iOS export to work with Xcode 9 (released recently).
That "revision" was inherited from SVN days but had been since then
used to give information about the build: "custom_build", "official",
"<some distro's build>".
It can now be overridden with the BUILD_NAME environment variable.
Removes the need for _MKSTR all over the place which has the drawback of
converting _MKSTR(UNKNOWN_DEFINE) to "UKNOWN_DEFINE" instead of throwing
a compilation error.
When compiling with VC++ 2017, Godot generates huge numbers of
C4291 warnings about missing placement delete.
I have not found a way to disable these warnings using compiler
options: AFAICT there is no equivalent to `-f-no-exceptions` for
VC++ (there is only /EH to change the exception-handling model,
/GX is deprecated) and adding /wd4291 to the
`disable_nonessential_warnings` list in the `SConstruct` file
or even compiling with `warnings=no` does not disable the
messages.
Placement delete is only called when placement new throws an
exception, since Godot doesn't use exceptions this change should
have no runtime effect.
Fixes#12654 (probably, difficult to say without log)
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.
Ignore all script constants in the global section of the breakpoint stack.
Check property size before send to avoid too large of data be sent.
Fix crash while clear the remote objects from the debugger.
It had been missed in d09160a8b6 and broke compilation
for those platforms.
Took the opportunity to run clang-format on the code base to fix some corner cases
that went through our static tests/were overlooked recently.
Now ADDFUNC with suffix R add function with return value.
It was changed because addfunc considers that the function
doesn't return a value if it returns NIL.
Windows apparently uses "no" for Norwegian Bokmål, even though its
ISO 639-1 language code is "nb"... Closes#12479.
Also did some non-intrusive cleanup while at it.
- Make ScriptCreateDialog disable the built-in script checked button if the language does not support it.
- ScriptLanguage's get_template and make_template now receive the script path as class name if the the script language does not have named classes.
Make action_match ignore the sign if axis value is 0.
This means that an axis value of 0 will match actions defined for both positive and negative values, as expected.
Fixes#12223
This field represents if the class is exposed to the scripting API.
The value is 'true' if the class was registered manually ('ClassDB::register_*class()'), otherwise it's false (registered on '_post_initialize').
- Added missing registration of classes that are meant to be exposed.
On mobile platforms virtual keyboards take up significant amount of
screen space and UI containing a text box may need to be adjusted
after the keyboard appears to keep the text box visible to user. This
commit adds a way to obtain virtual keyabord height so that controls
are aware of how much they need to move.
Including windows.h in a globally included header gives all kinds of
issues. Move the MSVC implementation for safe_refcount back into a .cpp
file to prevent this from happening.
Previously logging logic was scattered over OS class implementations
with plenty of duplication. Major changes in this commit:
- Extracted logging logic into a separate Logger hierarchy. It allows
easy configuration of logging mechanism depending on compile-time or
run-time configuration.
- Implemented RotatedFileLogger which is usually used with StdLogger,
providing persistency of logs. It is often important to be able to
obtain logs of the game even in production to be able to understand
what happened prior to some problem. On mobile there previously was
no way to obtain the logs aside from having the device connected to
your machine.
- flush() is not performed in release mode for every logged line. It
is only performed for errors.
Reduz optimized field indexing in 3c85703 but the changes didn't apply
to dictionary so this code remained untouched. However, the logic for
validity checking was changed but not updated for the dictionary case.
This implement branch prediction macros likely() and unlikely() like in
Linux. When using these macros please ensure that when you use them the
condition in the branch really is very, very likely or unlikely. Think
90+% of the time. Primarily useful for error checking. (And I implement
these macros for all our error checking macros now)
See this article for more information:
https://kernelnewbies.org/FAQ/LikelyUnlikely
There are more places where these macros may make sense in renderer and
physics engine. Placing them will come in another commit down the line.
Uninitialzed values in GDScript are of type NIL so not allowing null
comparisons did end up breaking some code.
This commit reenables NULL equality checks for all types. We're going to
have to figure out how to make this fast for the compiler later.
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.
We now allow booleanization of all types. This means that empty versions
of all types now evaluate to false. So a Vector2(0,0), Dictionary(),
etc.
This allows you to write GDScript like:
if not Dictionary():
print("Empty dict")
Booleanization can now also no longer fail. There is no more valid flag,
this changes Variant and GDNative API.
After a short discussion with @reduz and @karroffel we decided to make
all non number/number comparisons return type errors on comparisons.
Now bool == bool is allowed but Vector2 == Vector3 is a type error and
no longer 'not equal'. The same has been done for the != operators.
In addition I forgot to add some failures to some Object operators
meaning that there was a potential for a crasher.
operator= does not need to call reference() if the new value is of the
same type as the old. This saves us zeroing the Variant, This speeds
up reuse of a Variant in a loop by roughly 50%.
In an effort to make GDScript a little faster replace the double
switch() with a computed goto on compilers that set __GNUC__. For
compilers that don't support computed goto it will fall back to regular
switch/case statements.
In addition disable using boolean values in a mathematical context. Now
boolean values can only be compared with other booleans. Booleans will
also no longer be coerced to integers.
This PR replaces #11308 and fixes#11291
Previously godot_variant_new_object constructed Variant without
accounting for the fact that the Object can be a Reference, so refcount
was not increased and References were destructed prematurely.
Also, Reference::init_ref did not propagate refcount increment to the
script instance, which led to desync of refcount info on the script
side and Godot side.
Color::html now expands 3 and 4 digit hex values into 6 and 8 digit
values by repeating each digit. This is to bring it in line with how
html handles these values
fixes#10997