Commit Graph

1055 Commits

Author SHA1 Message Date
bruvzg 57829b7cc4
Re-enable per-pixel transparency support on Linux, macOS, and Windows (for Vulkan and OpenGL rendering drivers). 2022-09-03 19:16:03 +03:00
bruvzg 629ae58a80
Add support for system dark mode and accent color detection (macOS and Windows). Add support for dark mode title bar on Windows. 2022-08-31 11:37:01 +03:00
Aaron Franke 10a56981dc
Rename String `plus_file` to `path_join` 2022-08-29 19:38:13 -05:00
Fabio Alessandrelli d20b32186f [Web] Rename JavaScript platform to Web.
Also rename export name from "HTML5" to "Web".
2022-08-29 11:52:00 +02:00
Rémi Verschelde 35af2b0edd
Merge pull request #64921 from bruvzg/win_arm
[Windows] Improve build environment detection, add support for Windows on ARM.
2022-08-27 18:46:54 +02:00
Rémi Verschelde 67e731d450
Merge pull request #64507 from RandomShaper/remove_unused
Remove unused `force_quit` variable from many OS abstractions
2022-08-27 18:42:20 +02:00
bruvzg 8dab4a2aa3
[Windows] Improve build environment detection, add support for Windows on ARM. 2022-08-27 16:10:53 +03:00
Pedro J. Estébanez 6e647dea24 Remove unused force_quit variable from many OS abstractions 2022-08-27 13:41:53 +02:00
bruvzg d91cb1d5d5
[macOS export] Simplify code signing options, add support for rcodesign tool for signing and notarization. 2022-08-26 14:23:31 +03:00
Hugo Locurcio ce56743aa1
Improve platform-specific READMEs to add useful links
This also adds READMEs for all platforms.
2022-08-25 17:50:53 +02:00
Aaron Franke 27b0f18275 Unify bits, arch, and android_arch into env["arch"]
Fully removes the `bits` option and adapts the code that relied on it.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-08-25 11:19:20 +02:00
kobewi 8be27dc59e Replace Array return types with TypedArray 2022-08-22 22:42:36 +02:00
Fredia Huya-Kouadio 45c7377556 Refactor the export checking logic to improve separation of concerns 2022-08-14 09:12:04 -07:00
RedMser c939f336d6 Only define `keep_screen_on` project setting once 2022-08-06 22:10:24 +02:00
RedMser 00e788e611 Implement `keep_screen_on` for Windows 2022-08-05 11:58:50 +02:00
derammo 77b31ea365 Visual Studio Natvis file works for Variant again 2022-07-31 07:59:19 -04:00
Rémi Verschelde 3e5ad8213f
Merge pull request #63563 from aaronfranke/export-arch 2022-07-30 11:22:25 +02:00
bruvzg ea00cf7270
Improve some export error messages. 2022-07-29 22:44:59 +03:00
Aaron Franke 17c4cd6412
Update export dialog to handle many architectures 2022-07-29 10:24:58 -05:00
Juan Linietsky d4433ae6d3 Remove Signal connect binds
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
Rémi Verschelde cc5135959b
Merge pull request #62973 from bruvzg/sysfont_support 2022-07-27 13:38:30 +02:00
Aaron Franke e53ae13178
Split up editor export code into multiple files 2022-07-26 08:28:19 -05:00
Rémi Verschelde ba2cffc575
Merge pull request #63096 from aaronfranke/exp-template-names 2022-07-26 10:28:25 +02:00
bruvzg 36ef8f29dc
Implement support for loading system fonts on Linux, macOS / iOS and Windows. 2022-07-26 08:38:05 +03:00
Rémi Verschelde 3e0e84a54c
Merge pull request #63459 from Kev/bigobj-for-msvc-release 2022-07-25 23:08:26 +02:00
Kevin Smith d8900e0020 Use bigobj for release MSVC builds
Previously it was used only on debug builds, but recent
additions to variant_call.cpp have made that unit too
large even in release_debug.

It was originally set to debug only because using it
breaks mingw, so this only reinstates it for MSVC where
it shouldn't have any drawbacks (famous last words).

Test-Information:
Builds for me with
scons -j 40 platform=windows target=release_debug
and my game then runs from it.
2022-07-25 20:10:20 +01:00
Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
Rémi Verschelde 3084a48ace
Merge pull request #63219 from reduz/implement-vector4-projection 2022-07-25 11:13:27 +02:00
MaxIsJoe f3979527de Fixes `OS.get_unique_id()` string not getting printed properly
Fixes #61023

Changing it back to how it's done on the 3.x branch fixed the text not being written properly.
2022-07-24 11:05:36 +02:00
reduz 455c06ecd4 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00
Aaron Franke 8b5c744f95
Update export template names for Windows, Mac, and Linux 2022-07-22 18:40:59 -05:00
bruvzg 680b5f1afb
[Windows] Set fullscreen flags on window creation. 2022-07-19 13:36:39 +03:00
Rémi Verschelde 19b10e2784
Merge pull request #62824 from MinusKube/haunted-editor-bug
Fix haunted editor bug causing weird issues with mouse behaviour
2022-07-13 14:13:16 +02:00
kobewi d2900429e8 Add static methods for creating Image and ImageTexture 2022-07-08 13:40:47 +02:00
MinusKube 7b05df8029 Move windows display server's 'outside' field to WindowData struct 2022-07-07 21:11:00 +02:00
bruvzg a194043ea8
Check if GL manager exist to prevent crash when using multithreaded renderer with Vulkan. 2022-07-06 09:56:47 +03:00
Rémi Verschelde 344b42703b
Merge pull request #62212 from hansemro/eraser-detect-4
Add inversion/eraser-end property for tablet pens
2022-07-04 21:48:19 +02:00
Hansem Ro 6dcc9d1131 [macOS, Windows, X11] Add stylus inverted/eraser support to
InputEventMouseMotion event
2022-07-04 10:36:53 -07:00
Jan Haller d38d76d039 Fix exit code of --help and --version, and test them in CI
Corrects prior regression which caused ERROR output and exit code of 1.
2022-07-02 01:17:35 +02:00
gregcsokas 42e619c01e Adding function key support from F17 to F35
OSX supports everything by default,
Linux is also capable of supporting every function key,
Windows as I know support only up to F24
2022-06-16 19:38:21 +02:00
bruvzg e00571b194
Add readable export errors. 2022-06-08 17:55:46 +03:00
bruvzg 40b3be7912
Remove mouse events that closed the popup from queue, to fix pop-up reopening. 2022-06-02 08:35:27 +03:00
Rémi Verschelde 9923851370 Fix typos with codespell
Using codespell 2.2-dev from current git.
2022-05-23 21:32:19 +02:00
reduz 45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
Rémi Verschelde ccdd85d8e7
Merge pull request #61001 from derammo/derammo_popup_conditional_hide 2022-05-17 12:56:53 +02:00
reduz 746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
derammo 47d0dc8a41 popup deferred hide suppressed if reopened
popup no longer tries to close itself a second time
popup no longer closes after having been reopened
fixed bug in RenameDialog not calling base (by inspection)
fixes #59181
fixes #60921
reverts #59287
2022-05-13 09:30:00 -04:00
Rémi Verschelde 349aa9c884
Merge pull request #60894 from derammo/derammo_opengl3_windows 2022-05-13 15:07:13 +02:00
derammo 96c21bc749 opengl3 driver now works on windows including multi window
fixed and simplified gl_manager_windows
swap buffers now called for all windows
fixed missing pixel format setting in additional windows
    this makes them work in OpenGL contexts
changed verbose error printing to write once
    this error message happens very frequently while opengl3 is not finished
removed dead code no longer needed after changes
fixed comments that were misinformation
window messages during window creation now handled
    these were previously discarded
    messages now tunnel the required context
changed failure to create opengl3 window on windows to be more fatal
marked a problem with pen code
conditional compilation of vulkan and opengl3 on windows fixed
windows debug builds now show messages on debug console also
rendering driver selection box now shows only compiled drivers
marked some problematic code
thanks to akien-mga for patiently rewriting my style mistakes
2022-05-11 16:12:40 -04:00
Haoyu Qiu a71e808112 Try to convert OS::execute() output to Unicode on Windows 2022-05-10 20:54:48 +08:00