Commit Graph

5338 Commits

Author SHA1 Message Date
Adam Scott 656bc22e28
Add workaround for emscripten >= 3.1.47 LTO build 2024-02-04 15:24:24 -05:00
Rémi Verschelde c680c7cffe
Merge pull request #87912 from bruvzg/menu_name_set_fix
[macOS] Fix changing main menu item names.
2024-02-03 23:22:35 +01:00
Rémi Verschelde bbccd95d22
Merge pull request #84885 from shana/vsproj-for-everyone
New VS proj generation logic that supports any platform that wants to opt in
2024-02-03 23:17:18 +01:00
bruvzg 112f489449
[macOS] Fix changing main menu item names. 2024-02-03 21:12:48 +02:00
bruvzg 1c1036567a
[macOS] Generate min. Info.plist for frameworks if it's missing. Validate framework bundle ID characters. 2024-02-03 19:48:21 +02:00
Rémi Verschelde 99db7204dc
Merge pull request #87848 from nikitalita/natvis-cowdata-fix
Fix `godot.natvis` after CowData 64-bit promotion
2024-02-02 12:05:39 +01:00
nikitalita 559b434ef1 Fix natvis after CowData 64-bit changes 2024-02-01 13:40:06 -08:00
bruvzg b990cb95a9
[macOS] Add SIGTRAP to the crash handler. 2024-02-01 23:30:33 +02:00
Stuart Carnie 8f6d4eaa31
use autorelease pools around main loop
Reduces memory usage considerably
2024-02-02 07:06:53 +11:00
Andreia Gaita 7638a6c981 Add new VS proj generation logic that supports any platform that wants to opt in
Custom Visual Studio project generation logic that supports any platform that has a msvs.py
script, so Visual Studio can be used to run scons for any platform, with the right defines per target.

Invoked with `scons vsproj=yes`

To generate build configuration files for all platforms+targets+arch combinations, users should call

```
scons vsproj=yes platform=XXX target=YYY [other build flags]
```

for each combination of platform+target[+arch]. This will generate the relevant vs project files but
skip the build process, so that project files can be quickly generated without waiting for a command line
build. This lets project files be quickly generated even if there are build errors.

All possible combinations of platform+target are created in the solution file by default, but they
won't do anything until each one is set up with a scons vsproj=yes command for the respective platform
in the appropriate command line. This lets users only generate the combinations they need, and VS
won't have to parse settings for other combos.

Only platforms that opt in to vs proj generation by having a msvs.py file in the platform folder are included.
Platforms with a msvs.py file will be added to the solution, but only the current active platform+target+arch
will have a build configuration generated, because we only know what the right defines/includes/flags/etc are
on the active build target currently being processed by scons.

Platforms that don't support an editor target will have a dummy editor target that won't do anything on build,
but will have the files and configuration for the windows editor target.

To generate AND build from the command line, run

```
scons vsproj=yes vsproj_gen_only=no
```
2024-01-31 16:42:42 +01:00
Rémi Verschelde 9adb7c7d13
Merge pull request #87764 from Riteo/wayland-native-handle
Wayland: Implement `window_get_native_handle`
2024-01-31 14:01:59 +01:00
Rémi Verschelde f23fda39d3
Merge pull request #87776 from bruvzg/wl_nfd
[Wayland] Add support for native file dialogs.
2024-01-31 14:00:30 +01:00
bruvzg edb21e0573
[Wayland] Add support for native file dialogs. 2024-01-31 14:13:19 +02:00
Riteo d8658df94e Wayland: implement `window_get_native_handle`
This will be the most useful for stuff like OpenXR, although we'd need a
way to eventually also expose the EGL handles.
2024-01-31 11:57:05 +01:00
Rémi Verschelde 7de88873a6
Merge pull request #87765 from Riteo/wayland-skip-no-scanner
Wayland: Disable backend at build-time if wayland-scanner is missing
2024-01-31 10:56:06 +01:00
Rémi Verschelde 6287d7ce70
Merge pull request #87720 from fire/llvm-mingw-qitabent
Avoid non-constant-expression cannot be narrowed on Windows on mingw.
2024-01-31 10:55:19 +01:00
K. S. Ernest (iFire) Lee f711b4f01f Avoid non-constant-expression cannot be narrowed on Windows mingw.
Fixes non-constant-expression cannot be narrowed from type 'DWORD' (aka 'unsigned long') to 'int' in initializer list [-Wc++11-narrowing]

Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2024-01-30 20:21:26 -08:00
Riteo c3d6cc57be Wayland: disable backend at build-time if wayland-scanner is missing
This allows previous X11-only setups to still build Godot with default
settings. Note that compilation will still abort if wayland-scanner is
present but not the various Wayland libraries.
2024-01-31 02:08:33 +01:00
Rémi Verschelde aff437e623
Merge pull request #87734 from bruvzg/raw_str_d3d
Use raw strings for D3D12 install messages.
2024-01-30 17:48:19 +01:00
Riteo 7e0f7d3abd Add Wayland support
Not everything is yet implemented, either for Godot or personal
limitations (I don't have all hardware in the world). A brief list of
the most important issues follows:

- Single-window only: the `DisplayServer` API doesn't expose enough
information for properly creating XDG shell windows.

- Very dumb rendering loop: this is very complicated, just know that
the low consumption mode is forced to 2000 Hz and some clever hacks are
in place to overcome a specific Wayland limitation. This will be
improved to the extent possible both downstream and upstream.

- Features to implement yet: IME, touch input, native file dialog,
drawing tablet (commented out due to a refactor), screen recording.

- Mouse passthrough can't be implement through a poly API, we need a
rect-based one.

- The cursor doesn't yet support fractional scaling.

- Auto scale is rounded up when using fractional scaling as we don't
have a per-window scale query API (basically we need
`DisplayServer::window_get_scale`).

- Building with `x11=no wayland=yes opengl=yes openxr=yes` fails.

This also adds a new project property and editor setting for selecting the
default DisplayServer to start, to allow this backend to start first in
exported projects (X11 is still the default for now). The editor setting
always overrides the project setting.

Special thanks to Drew Devault, toger5, Sebastian Krzyszkowiak, Leandro
Benedet Garcia, Subhransu, Yury Zhuravlev and Mara Huldra.
2024-01-30 16:44:47 +01:00
bruvzg ffdf8084c0
Use raw strings for D3D12 install messages. 2024-01-30 11:13:12 +02:00
Rémi Verschelde 51991e2014
Merge pull request #84674 from m4gr3d/add_flag_to_run_scons_from_gradle
Add parameter to allow generation of the Godot native shared libraries from gradle
2024-01-29 23:24:05 +01:00
Rémi Verschelde 604f8b093e
Merge pull request #87624 from bruvzg/dx12_old_mingw
[D3D12] Add support for building with pre-11.0.0 MinGW versions, make PIX runtime opt-in.
2024-01-29 13:17:41 +01:00
Rémi Verschelde f220d46cdc
Merge pull request #80231 from romlok/input-key-location
Support detecting and mapping ctrl/alt/shift/meta by their left/right physical location
2024-01-29 13:15:42 +01:00
bruvzg 34723b0d3a
[macOS export] Allow unpacked .app export in "Distribution" export mode. 2024-01-28 00:02:20 +02:00
bruvzg dfa303f7c4
[D3D12] Add support for building with pre-11.0.0 MinGW versions, make PIX runtime opt-in. 2024-01-26 20:43:18 +02:00
Mel Collins 8406e60522 Add InputEventKey.location to tell left from right
This adds a new enum `KeyLocation` and associated property
`InputEventKey.location`, which indicates the left/right location of key
events which may come from one of two physical keys, eg. Shift, Ctrl.

It also adds simulation of missing Shift KEYUP events for Windows.
When multiple Shifts are held down at the same time, Windows natively
only sends a KEYUP for the last one to be released.
2024-01-26 14:42:28 +01:00
Rémi Verschelde b4e519b07f
SCons: Fix Windows cross-compilation from Linux after #86717 2024-01-26 12:42:09 +01:00
Rémi Verschelde 31baf464b3
Merge pull request #87549 from emanvidmaker/DarkModeOnWin10Patch
Make dark mode Title Bar work on Windows 10 1909 (build:18363) and above
2024-01-26 11:47:50 +01:00
Rémi Verschelde cd5e973d7a
Merge pull request #86717 from mrbbbaixue/d3d12-sdk-install-python
Add a python script to install Direct3D 12 SDK components.
2024-01-26 11:43:49 +01:00
Emanvidmaker a16ca4b96c Added dark mode support for Windows 10, versions 1909(18363) and above 2024-01-25 18:07:01 -07:00
Yuri Sizov 474011ac06 Merge pull request #87543 from akien-mga/version-remove-year
Remove now unused `year` member from `version.py`
2024-01-25 16:27:21 +01:00
Yuri Sizov 672b034076 Merge pull request #87303 from bruvzg/fd_options_no_editor
[Native File Dialog] Add support for adding custom options to the dialogs (w/o editor changes).
2024-01-25 16:26:58 +01:00
Rémi Verschelde e0dc23367c
Remove now unused `year` member from `version.py`
We changed copyright to use "present" for the current year, so we no
longer need to hardcode this and (like now) forget to bump it yearly.
2024-01-25 15:08:34 +01:00
bruvzg a8f521bcad
[Native File Dialog] Add support for adding custom options to the dialogs.
Add support for adding custom options (checkboxes and optionboxes) to the dialogs (both native and built-in).
2024-01-24 15:00:31 +02:00
MrBBBaiXue ea2c6f1d0b Add a python script to install Direct3D 12 SDK components.
This makes it much faster to get started with Direct3D 12 builds,
as you only need to run `python .\misc\scripts\install_d3d12_sdk_windows.py`
then run `scons d3d12=yes`.

This installs DirectX Shader Compiler, Mesa NIR, WinPixEventRuntime
and DirectX 12 Agility SDK.

- Define a default path that uses the locations from the script.
- Now the default path is in "%LOCALAPPDATA%\Godot\build_deps\"
- Updated CI to use this new python script.

Co-Authored-By: Hugo Locurcio <hugo.locurcio@hugo.pro>
2024-01-24 20:11:43 +08:00
bruvzg 625c4bdace
[Linux] Add support for PCK embedding section with non GNU-ld linkers. 2024-01-24 12:21:05 +02:00
bruvzg ce47551822
[macOS] Fix missing modifier + space key down events. 2024-01-23 09:03:47 +02:00
bruvzg 7e5bce7090
[macOS] Update window visible state on deminiaturize. 2024-01-22 11:35:37 +02:00
Fredia Huya-Kouadio e04a38775b Update Android dependencies for the project
- Update Android gradle plugin version from 7.2.1 to 8.2.0
- Update gradle version from 7.4.2 to 8.2
- Update target SDK from 33 to 34
- Update build tools version from 33.0.2 to 34.0.0
- Update kotlin version from 1.7.0 to 1.9.20
- Update Android fragment version from 1.3.6 to 1.6.2
- Update AndroidX window version from 1.0.0 to 1.2.0
2024-01-18 10:35:32 -08:00
Yuri Sizov 6fa577cada Merge pull request #86383 from m4gr3d/editor_export_specify_java_sdk_path_main
Specify the path to the Java SDK used for the Android gradle build
2024-01-18 19:27:01 +01:00
Fredia Huya-Kouadio 85e98ef009 Specify the path to the Java SDK used for the Android gradle build
Introduce an editor setting to allow users the ability to specify the path to the Java SDK used for the Android gradle build.
2024-01-18 09:19:37 -08:00
Rémi Verschelde 17163886c2
Merge pull request #86671 from dsnopek/i3-focus-steal
[X11] Don't re-set input focus if the given window already has it (fixes Godot stealing input focus on i3)
2024-01-18 16:34:03 +01:00
Rémi Verschelde 4db2a6801f
Merge pull request #85206 from bruvzg/mac_clang_version_check_update
[macOS] Check Apple specific version instead of generic clang version.
2024-01-18 16:33:39 +01:00
David Snopek 64a52e08fe [X11] Don't re-set input focus if the given window already has it 2024-01-18 08:52:03 -06:00
Rémi Verschelde 4aff0ab5d5
Merge pull request #86441 from dsnopek/mequam-x11-focus-grab
[X11] Fix Godot stealing focus on alternative window managers
2024-01-18 09:34:18 +01:00
Rémi Verschelde fa81059b9d
Merge pull request #85939 from adamscott/single-threaded-godot-4
Add `THREADS_ENABLED` macro in order to compile Godot to run on the main thread
2024-01-18 09:33:52 +01:00
Adam Scott bd70b8e1f6
Add THREADS_ENABLED macro in order to compile Godot to run on the main thread 2024-01-17 13:58:29 -05:00
bruvzg a2c1c01941
[macOS] Fix MoltenVK SDK detection after file location changes in 1.3.275.0. 2024-01-17 19:37:33 +02:00
bruvzg 8c22836532
[macOS] Handle Trackpad / Magic Mouse swipe events and simulate XBUTTON1 / XBUTTON2 buttons. 2024-01-17 00:08:24 +02:00
Rémi Verschelde 35aee0e3ad
Merge pull request #87247 from bruvzg/win_remove_dxil_check
[Windows] Remove `dxc_path` check.
2024-01-16 15:07:44 +01:00
bruvzg f3a24e082c
[Windows] Remove `dxc path` check. 2024-01-16 13:32:24 +02:00
Yuri Sizov 95b27fe8c7 Reorganize code related to editor theming
This change introduces a new EditorThemeManager class
to abstract theme generatio and its subroutines.

Logic related to EditorTheme, EditorColorMap, and editor
icons has been extracted into their respective files with
includes cleaned up.

All related files have been moved to a separate folder to
better scope them in the project. This includes relevant
generated files as well.
2024-01-16 11:57:45 +01:00
Rémi Verschelde 429f22ddcc
Merge pull request #87208 from brno32/android-export-error-icon
Add clearer error message for missing project icon during Android export
2024-01-16 10:38:02 +01:00
Rémi Verschelde 14d68ad7b7
Merge pull request #87053 from nikitalita/update-natvis
Revamp `godot.natvis` to improve VS debugging experience
2024-01-15 13:27:26 +01:00
Rémi Verschelde 03767fbf3b
Merge pull request #86446 from reduz/transient-to-focused
Implement a `transient_to_focused` Window mode
2024-01-15 13:25:00 +01:00
Rémi Verschelde 0e0fa999cf
Merge pull request #86288 from bruvzg/ios_xcf_export
[iOS export] Improve `.xcframework` exporting.
2024-01-15 13:24:30 +01:00
Rémi Verschelde 5f6790aa84
Merge pull request #85197 from brno32/scons-clean
Run `Clean` in Windows SCsub to clean up debug files
2024-01-15 13:23:17 +01:00
Alex Drozd 770c3b509b Add clearer error message for missing project icon during android export 2024-01-15 11:41:31 +01:00
Juan Linietsky 15144c24bd Implement a transient_to_focused mode
This intends to be the correct way to handle non-child windows becoming covered by the current window when becoming focused.
Enabling this property on select windows, they will become transient to the currently focused one when becoming visible.

This deprecates the "unparent_when_invisible" function introduced by #76025.
2024-01-14 18:51:44 +01:00
bruvzg 9efd83fe3c
[iOS export] Improve .xcframework exporting.
Do not embed static .xcframeworks.
Automatically convert .xcframeworks with .dylibs to .xcframeworks with .frameworks.
2024-01-11 21:58:29 +02:00
bruvzg 491077239c
[macOS/iOS export] Add option to set custom Info.plist data. 2024-01-11 21:05:35 +02:00
Rémi Verschelde 12ee58d8bc
Merge pull request #87080 from m4gr3d/disable_automatic_permissions_request
Disable automatic permissions request
2024-01-11 17:44:53 +01:00
Rémi Verschelde 99f3e40820
Merge pull request #87077 from bruvzg/ios_logger
[iOS] Improve logger.
2024-01-11 17:44:29 +01:00
Rémi Verschelde f9762ab0b9
Merge pull request #86748 from sassanh/patch-1
[iOS] Set provisioning style for both `iPhone Developer` and `iPhone Distribution` to automatic
2024-01-11 17:39:24 +01:00
Rémi Verschelde a86a285323
Merge pull request #86392 from bitsawer/fix_clang_windows_vulkan_context
Fix Clang `-Winconsistent-missing-override` warning
2024-01-11 17:36:54 +01:00
Rémi Verschelde 087a397477
Merge pull request #86301 from KoBeWi/deferred_cleanup
Update deferred calls to use Callables
2024-01-11 17:36:29 +01:00
Fredia Huya-Kouadio df4f9e8e64 Disable automatic permissions request
The feature was added in Godot 4.2, but it goes against recommended best practices for permissions request, as such it's being reverted.
In its place, developers now have to explicitly request the permissions they need to access.
2024-01-11 08:04:09 -08:00
Sassan Haradji 4782cf92ad
set provisioning style for both "iPhone Developer" and "iPhone Distribution" to automatic 2024-01-11 19:26:10 +04:00
bruvzg c38c15b42e
[iOS] Improve logger.
Stream errors to the Console.app (and highlight in Xcode).
Prevent duplicate prints in Xcode.
2024-01-11 16:59:38 +02:00
nikitalita 46c51d1691 revamp godot.natvis 2024-01-10 09:57:28 -08:00
Rémi Verschelde 9b522ac1a8
Merge pull request #86792 from m4gr3d/fix_android_dyn_library_logic_main
Fix Android dynamic library loading
2024-01-09 18:46:39 +01:00
bruvzg 3badb90020 [Windows] Add support for hex vendor/device IDs in the Angle blocklist. Add Intel Gen5/Gen6/Gen7 GPUs to Angle blocklist. 2024-01-09 19:28:45 +02:00
kobewi 0e8f90f4c8 Update deferred calls to use Callables 2024-01-09 16:11:47 +01:00
mequam 40d69c25d5 [X11] Fix Godot stealing focus on alternative Window Managers 2024-01-09 08:58:59 -06:00
Rémi Verschelde c951ec163e
Merge pull request #86882 from Mickeon/its-a-secret-to-everyone
Hide Keystore Release password on Android's Export window
2024-01-08 11:59:55 +01:00
bruvzg bf65c6514f
[macOS export] Fix RLE icon generation. 2024-01-07 18:58:46 +02:00
Micky ca03367801 Hide Keystore Release password on Android's Export window 2024-01-06 18:40:33 +01:00
Muller-Castro 96a95cb974 Add const lvalue ref to container parameters 2024-01-05 14:49:57 -03:00
Rémi Verschelde 5b50df2419
Merge pull request #86769 from StagnationPoint/logging_improvement
Add logging when macOS export will fail due to disabled texture formats.
2024-01-05 12:05:57 +01:00
Rémi Verschelde 1455159d2c
Merge pull request #86379 from m4gr3d/update_render_thread_paused_timing_main
Android: Update the logic used to start / stop the render thread
2024-01-05 12:05:08 +01:00
StagnationPoint 7035cf8c90 Add logging when macOS export will fail due to disabled texture formats. Since ETC2 ASTC is required for universal builds, also ensure it is enabled for them. 2024-01-05 02:44:59 -08:00
Fredia Huya-Kouadio 407855b8f8 Revert https://github.com/godotengine/godot/pull/86682 for the Android platform as it breaks dynamic library loading 2024-01-04 10:06:55 -08:00
bruvzg d8a0eed726
[iOS export] Add export options for performance capabilities and min. iOS version. 2024-01-04 19:38:53 +02:00
Rémi Verschelde 5d44c85d4c
Merge pull request #84107 from BlueCube3310/file-access-optimization
Use platform-specific methods for FileAccess reading and writing
2024-01-04 16:39:47 +01:00
Rémi Verschelde dbd139c91c
Merge pull request #86761 from Alex2782/fix_get_windows_safe_area
Fix `get_window_safe_area` on Android
2024-01-04 14:26:42 +01:00
Rémi Verschelde 6c390b620d
Merge pull request #84445 from Rubonnek/add-const-references-clang-tidy
Add const references detected by clang-tidy
2024-01-04 14:25:33 +01:00
Rémi Verschelde ceafa6120d
Merge pull request #84246 from bruvzg/win_frac_refresh
[Windows] Use CCD API to get fractional screen refresh rates.
2024-01-04 14:25:14 +01:00
Rémi Verschelde 763a8e9839
Merge pull request #83702 from Patchcoat/VerifyKeystore
Ensure Android keystore username and password are checked on export
2024-01-04 14:25:09 +01:00
Alexander Hartmann d7c6ad2020 Fix 'get_window_safe_area' on Android 2024-01-03 20:53:37 +01:00
Rémi Verschelde 27a9119b8a
Merge pull request #86312 from bruvzg/ios_fix_screen_res
[iOS] Remove deprecated LaunchImages support and switch to Storyboard by default.
2024-01-03 15:44:57 +01:00
Rémi Verschelde d36903860c
Merge pull request #86160 from gregdebonis/gregdebonis/issue86156
Fix key mapping for `XK_KP_Delete` key
2024-01-03 15:44:32 +01:00
nikitalita 6788bc6bc2
SCons: Add `stack_size` and `default_pthread_stack_size` options to Web target 2024-01-03 14:11:24 +01:00
Rémi Verschelde 37df2ff387
Merge pull request #86682 from Daylily-Zeleen/daylily-zeleen/distinguish_between_dynamic_libaray_not_found_and_can't_open
Distinguish between dynamic library not found and can't be opened.
2024-01-02 18:06:17 +01:00
Rémi Verschelde 3e67dc1f52
Merge pull request #86552 from sepTN/fix-get_system_font_path
Fix `OS.get_system_font_path` and `OS.get_system_font_path_for_text` to return correct slashes
2024-01-02 18:05:37 +01:00
Daylily-Zeleen fe6b073811 Distinguishs between dynamic library not found and can't be opened. 2024-01-01 20:01:57 +08:00
Septian 475c2fa1e7 Fix `OS.get_system_font_path` and `OS.get_system_font_path_for_text` to return correct value 2023-12-27 23:19:43 +07:00
jsjtxietian 078bfae6a4 Add RD_ENABLED when VULKAN_ENABLED or D3D12_ENABLED is added 2023-12-25 11:13:01 +08:00
bitsawer 5c51e5b9d2 Fix Clang dev_mode build on Windows 2023-12-21 14:05:39 +02:00
Fredia Huya-Kouadio f537cdefcf Update the logic used to start / stop the render thread
Currently the render thread is started / stopped when the activity is respectively resumed / paused. However, according to the `GLSurfaceView` documentation, this should be done instead when the activity is started / stopped, so this change updates the start / stop logic for the render thread to match the documentation.
2023-12-20 20:37:16 -08:00