When the progress dialog task for saving a scene ends, or when closing the "Open project" dialog, the DisplayServerMacOS::update_presentation_mode() method now restores those fullscreen functionalities with the flags NSApplicationPresentationAutoHideMenuBar and NSApplicationPresentationAutoHideDock, whereas before it would reset to NSApplicationPresentationDefault, which didn't allow that.
Fixes#86495
When opening the Godot editor and maximizing the window by double-clicking the
title bar, users are unable to drag the window with the mouse.
With this commit, `window_set_position` allows the maximized window to be moved
by dragging it. Only the fullscreen window won't be allowed to move.
Fixes#78758.
- `Main::setup` early exits (failure or `--help`/`--version`) now
consistently return `EXIT_FAILURE` or `EXIT_SUCCESS` on all platforms,
instead of 255 on some and a Godot Error code on others.
- `Main::start` now returns the exit code, simplifying the handling of early
failures.
- `Main::iteration` needs to explicit set the exit code in OS if it errors
out.
- Web and iOS now properly return `OS::get_exit_code()` instead of 0.
fixes godotengine#82061
fixes godotengine#61556
Also, distinguish between main pack and DLC packs.
It's desirable to downloaded content to be as small as possible. This change avoids bloating non-main pack files with new versions of resources that are all read on startup and never used again. They have no effect if loaded after startup.
- project.godot/project.binary file
- extension_list.cfg
- app icon and boot_splash
- .ico and .icns files (these can still be opted in for DLC by listing them explicitly in the include filter)
This should fix a lot of issues regarding to old controller API, such as vibration
Haptics (vibrations) are only available in macOS 11+, so haptics are now
processed in macOS 11+ only. Also, this doesn't interfere with
controller's input as controller support is available in macOS 10.9+.
Added a Note for macOS regarding vibration support
Instead of hardcoding platform names that support C#, let platforms
set a flag indicating if they support it. All public platforms
except web already support it, and it's a pain to maintain a patch
for this list just to add additional names of proprietary console
platforms.
This makes adding new platforms or variants or existing platforms
much easier, as the platform can signal what it supports/doesn't
support directly, and we can avoid harcoding platform names.