The application module `app` serves double duties of providing the prebuilt Godot binaries ('android_debug.apk', 'android_release.apk') and the Godot custom build template ('android_source.zip').
The language didn't make it clear that it's installing a *source* template
to the project folder, for later use when compiling custom APKs.
Fixes#28736.
It does check its permission every `vibrate_handheld()` calls.
Vibrate permission is added by checking it on export settings.
And there are some changes for deprecated method.
It had been synced with style changes (spaces -> tabs), not sure why
I accepted to merge it this way back then...
Synced with eb57657f66,
same as before.
Custom-changes will be reapplied in the next commit, if relevant.
So far we left most temporary files lying around, so this attempts to
fix that.
I added a helper method to DirAccess to factor out the boilerplate of
creating a DirAccess, checking if the file exists, remove it or print
an error on failure.
WM_MOUSEWHEEL and WM_MOUSEHWHEEL report mouse coordinates relative to
the screen (see lParam in [1]), rather than to the window like the rest
of the mouse events.
The current code already makes adjustments to take that into account.
However, it only makes the adjustments if the mouse is not captured, and
the coordinates are always relative to the screen regardless of whether
the mouse is captured or not, so let's fix the code to always
consistently apply the adjustments.
This fixes#29559.
[1] - https://docs.microsoft.com/en-us/windows/win32/inputdev/wm-mousewheel
As of 3.1 and later, we have too many thirdparty C++ dependencies
and some internal uses of `new` and `delete` too for it to make
sense to build without the STL on Android.
The option has been broken since 3.0, and the "System STL" that we
relied on for basic support of `new` and `delete` is likely to be
dropped from the NDK:
https://android.googlesource.com/platform/ndk/+/ndk-release-r20/docs/BuildSystemMaintainers.md#System-STL
Also added support for SCons project-absolute paths (starting with #) and
warning about duplicates in add_source_files(), and fixed
default_controller_mappings.gen.cpp being included twice after first build
due to *.cpp globbing.
Part of #30270.
It is not supported in Emscripten's `latest-upstream` LLVM backend,
and doesn't seem necessary in the `latest` backend either.
It was initially added in #22857 to solve a compilation error with the latter.
Part of #30270.
Emscripten is apparently changing the variables in its config file,
causing potential breakage of our build system.
Binaries of the latest/latest-upstream releases are located in a
subfolder of BINARYEN_ROOT called emscripten.
Binaries of the other releases (e.g. sdk-1.38.31-64bit) are instead
placed under the EMSCRIPTEN_ROOT folder.
This PR checks if BINARYEN_ROOT has a subfolder called emscripten, if
that does not exists, it falls back to checking the EMSCRIPTEN_ROOT.
This way we give precedence to the new releases, given that activating
multiple releases sequentially might result in having mismatching
BINARYEN_ROOT and EMSCRIPTEN_ROOT.
For clarity, assign-to-release idiom for PoolVector::Read/Write
replaced with a function call.
Existing uses replaced (or removed if already handled by scope)
Currently, the console appears when running OS.execute in an exported project,
but not in the editor. This change prevents it from appearing in either.
Only affects console applications.
The basic point is as in 2.1 (appending the PCK into the executable), but this implementation also patches a dedicated section in the ELF/PE executable so that it matches the appended data perfectly.
The usage of integer types is simplified in existing code; namely, using plain `int` for small quantities.
It's the recommended way to set those, and is more portable
(automatically prepends -D for GCC/Clang and /D for MSVC).
We still use CPPFLAGS for some pre-processor flags which are not
defines.
Godot core needs MD5/SHA256/AES/Base64 which used to be provided by
separate libraries.
Since we bundle mbedtls in most cases, and we can easily only include
the needed sources if we so desire, let's use it.
To simplify library changes in the future, and better isolate header
dependencies all functions have been wrapped around inside a class in
`core/math/crypto_base.h`.
If the mbedtls module is disabled, we only bundle the needed source
files independently of the `builtin_mbedtls` option.
If the module is enabled, the `builtin_mbedtls` option works as usual.
Also remove some unused headers from StreamPeerMbedTLS which were
causing build issues.
This PR introduces support for ARKit to the iOS version of Godot.
ARKit is Apples Augmented Reality platform.
This PR brings in support for ARKit 1.0 and implements a few ARKit 2.0 features.
It requires iOS 11 to run but should not prevent Godot from running on older versions as long as ARKit remains unused.
The rationale for keeping those shared by default is that they're typical
dependencies found on any Linux system, and it saves compilation time and
binary size to link their dynamically.
But since official builds default to all-builtin, and Debian/Ubuntu still
don't have libpng16 (which we now require) readily available on all their
supported releases, it's simpler to bundle all the things.
This does not change the fact that those dependencies *can* be unbundled
on Linux, it's only the default option changing.
Fixes#17004
Currently the keydown and keyup messages are handled with method like this:
if ((source & InputDevice.SOURCE_JOYSTICK) == InputDevice.SOURCE_JOYSTICK
|| (source & InputDevice.SOURCE_DPAD) == InputDevice.SOURCE_DPAD
|| (source & InputDevice.SOURCE_GAMEPAD) == InputDevice.SOURCE_GAMEPAD) {
// joystick input
}
else
{
// keyboard input
}
The constant for SOURCE_DPAD is 513
10 0000 0001
and the constant for SOURCE_KEYBOARD is 257
1 0000 0001
However, rather confusingly, for many keyboards the source sent by android is 769
11 0000 0001
Thus the keyboard is passing the check as being a DPAD and being processed as a joystick rather than keyboard. This PR handles the specific case of 769, allowing input from physical keyboards.
This is an editor setting and its value can also be toggled
using an entry in the Editor toolbar. The console will still
appear briefly when starting the project manager or editor,
as it's still compiled as console application.
Does not impact exported games, which will still run without
console in release and with console in debug mode.
A project setting or export option could be added to disable
it in debug mode if there's demand for it, but that would
greatly reduce the usefulness of debug builds if Windows users
can no longer report error and crash messages.
Fixes#17889.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
Recent Emscripten SDK versions seem to only include the
`BINARYEN_ROOT` variable in the Emscripten configuration file,
whereas the platform's `detect.py` only looked at `EMSCRIPTEN_ROOT`.
Wrapped libpng usage in a pair of functions under PNGDriverCommon,
which convert between Godot Image and png data.
Switched to libpng 1.6 simplified API for ease of maintenance.
Implemented ImageLoaderPNG and ResourceSaverPNG in terms of
PNGDriverCommon functions.
Travis, switched to builtin libpng (thus builtin freetype and zlib also)
so we can build on Xenial.
Warnings raised by Emscripten 1.38.0 and MinGW64 5.0.4 / GCC 8.3.0.
JS can now build with `werror=yes warnings=extra`.
MinGW64 still has a few warnings to resolve with `warnings=extra`,
and only one with `warnings=all`.
Part of #29033 and #29801.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
This updates our local copy to commit 5ec8339b6fc491e3f09a34a4516e82787f053fcc.
We need a recent master commit for some new features that we use in Godot
(see #25543 and #28909).
To avoid warnings generated by Bullet headers included in our own module,
we include those headers with -isystem on GCC and Clang.
Fixes#29503.
Being async, the first time a value is pasted GUI elements will still
return the previous one.
This at least until 'clipboardchange' window event gets implemented by
user agents.
Listen to paste events to update local clipboard.
CTRL+V still not working out of the box.
To do that, We would need to change how we handle keypress, most likely
making it worse and less safe. In the end, I'm not sure we can fix it
properly for now. Maybe in the future, with the Clipboard API, support
of which is still pretty limited on chrome, and only available to
extensions in Firefox.
For now, you can paste via:
- Browser bar -> Edit -> Paste.
- Middle mouse click (Linux only, copies secondary clipboard).
And THEN press CTRL+V
text=auto works well in Git 2.10+ but it's broken in previous versions,
which are still used in production on e.g. Ubuntu 16.04 LTS.
Also fix a couple missed text files with CRLF terminators.
.bat files likely require it to be processed properly on Windows,
but core.autocrlf should take care of converting them on the fly
when checking out on Windows.
In x11, windows and osx crash handlers, check project settings exists
before looking up the crash handler message setting.
Avoids crashing the crash handler when handling a crash outside project
settings lifetime. Instead omitting the configurable message and
continuing with trace dump.
Those were disable to keep size small, and on Android avoid the dependency on the STL,
but for tools build (editor) this is not really a concern.
Note: as of today it's not possible to build tools=yes for those platforms, but this
change is one of the necessary steps to enable it.
Fixes#25262.
Reasoning: ID is not an acronym, it is simply short for identification, so it logically should not be capitalized. But even if it was an acronym, other acronyms in Godot are not capitalized, like p_rid, p_ip, and p_json.
Include paths are processed from left to right, so we use Prepend to
ensure that paths to bundled thirdparty files will have precedence over
system paths (e.g. `/usr/include` should have lowest priority).
This is the same as #23542 (Fix binaries incorrectly detected as shared
libraries on some linux distros) but for Clang. It should be fine with
Clang 4 or higher.
This adds ThinLTO support when using Clang and the LLD Linker, it's
turned off by
default.
For now only support for Linux added as ThinLTO support on other
platforms may still be buggy.
Many contributors (me included) did not fully understand what CCFLAGS,
CXXFLAGS and CPPFLAGS refer to exactly, and were thus not using them
in the way they are intended to be.
As per the SCons manual: https://www.scons.org/doc/HTML/scons-user/apa.html
- CCFLAGS: General options that are passed to the C and C++ compilers.
- CFLAGS: General options that are passed to the C compiler (C only;
not C++).
- CXXFLAGS: General options that are passed to the C++ compiler. By
default, this includes the value of $CCFLAGS, so that setting
$CCFLAGS affects both C and C++ compilation.
- CPPFLAGS: User-specified C preprocessor options. These will be
included in any command that uses the C preprocessor, including not
just compilation of C and C++ source files [...], but also [...]
Fortran [...] and [...] assembly language source file[s].
TL;DR: Compiler options go to CCFLAGS, unless they must be restricted
to either C (CFLAGS) or C++ (CXXFLAGS). Preprocessor defines go to
CPPFLAGS.
On Windows, when "Language for non-Unicode programs" were set to "Japanese (Japan)", MSVC would by default use Shift JIS (code page 932) to interpret source files, which would result in test_string failing to compile because of characters in `test_34()`. Forcing utf-8 for MSVC fixes the issue
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
Added constructor and assignment operator for CharString
from const char* to simplify memory management when working with
utf8/ascii strings for APIs taking char*.
Reworked OS_X11::set_context to use CharString and avoid some manual
memory management.
When getting system directories for Windows, we currently use
SHGetFolderPathW. This is a deprecated function and doesn't support
"Downloads" folders.
As a replacement, this commit uses the newer SHGetKnownFolderPath
function, which is supported since Windows Vista. Godot 3.0 only
supports Windows 7+, so we don't need to use SHGetFolderPathW for
backwards compatibility.
Fixes#26876
GLES2 is not designed to be a drop-in replacement for the GLES3 backend,
so the fallback mode has to be used knowingly. It *can* make sense for
simple projects which make sure to handle the differences between both
rendering backends, but most users should stick to one supported backend.
By making it opt-in, we can now use this parameter to define whether to
export ETC textures to Android and iOS when using GLES3 + Fallback.
When using GLES3 without Fallback on Android, set the proper min GLES
version in the AndroidManifest.
Also made the option boolean and renamed it for clarity and to avoid
conflict with the previous String option (which would always evaluate as
"true" otherwise).
Fixes#26569.
For HTML5, we need to support S3TC if running on desktop,
and ETC or ETC2 for mobile, so make this explicit.
Add logic to check for ETC2 support on GLES3,
and remove incorrect ETC feature for GLES3 on Android.
Fix ETC check invalidating templates on HTML5.
Fixes#26476.
We've been defaulting to WASAPI since 3.0 and it's superior to RtAudio
in all aspects.
Obsoletes and closes#25503.
Also enable WINMIDI on MinGW, this had been missed initially.
Fix os_windows.cpp and crash_handler_windows.cpp which had weird
dependencies on RtAudio.h's includes (ugh).
It seems that bumblebee doesn't like us creating multiple GL contexts
to avoid this we now detect whether we're running with this software
and don't do anything.
Also drop some unused files.
Renamed:
- `platform/iphone/sem_iphone.h` -> `semaphore_iphone.h`
(same for `osx`)
- `platform/uwp/gl_context_egl.h` -> `context_egl_uwp.h`
- in `platform/windows`: `context_gl_win.h`, `crash_handler_win.h`,
`godot_win.cpp`, `joypad.h` and `key_mapping_win.h` all renamed to
use `windows`. Some classes renamed accordingly too.
- `EditorExportAndroid` and `EditorExportUWP` renamed to
`EditorExportPlatformAndroid` and `EditorExportPlatformUWP`
- `power_android` and `power_osx` renamed to `PowerAndroid` and
`PowerOSX`
- `OSUWP` renamed to `OS_UWP`
Dropped:
- `platform/windows/ctxgl_procaddr.h`
This allows most demos to run without any ubsan or asan errors. There
are still some things in thirdpart/ and some things in AudioServer that
needs a look but this fixes a lot of issues. This should help debug less
obvious issues, hopefully.
This fixes#25217 and fixes#25218
We fork off twice once with and once without DIR_PRIME=1 set. We
then use the vendor string to determine what GPU to use.
We prefer (in order)
1) AMDGPU/AMDGPU-PRO/NVidia non-free driver
2) Intel driver
3) Nouveau
4) Software rendering
If a driver can't be detected it will default to DRI_PRIME=0
While looking into a different issue, I've noticed that Visual Studio Intellisense does not work well for Godot project when using Windows Vista+ APIs (e.g. CreateThreadpool), i.e. it does not recognise the APIs because they are defined in Windows header files for Vista+ only.
This is because the WINVER and _WIN32_WINNT symbols don't have their values set in the generated Godot project file. This fixes the problem by setting the values when generating the project file.
Make the sanitizer names more explicit (use_ubsan, use_asan, use_lsan).
Comment has been adjusted to include GCC as supported compiler for these
and exclude -fno-omit-frame-pointer option (should not cause any
problems).
From August 1, 2019, Google Play requires that all new apps and app updates
include 64-bit versions, so we enable ARM64 by default.
IINM support for x86 and x86_64 is still be optional, so not enabling them
out of the box.
Part of #25030.
Godot supports many different compilers and for production releases we
have to support 3 currently: GCC8, Clang6, and MSVC2017. These compilers
all do slightly different things with -ffast-math and it is causing
issues now. See #24841, #24540, #10758, #10070. And probably other
complaints about physics differences between release and release_debug
builds.
I've done some performance comparisons on Linux x86_64. All tests are
ran 20 times.
Bunnymark: (higher is better)
(bunnies) min max stdev average
fast-math 7332 7597 71 7432
this pr 7379 7779 108 7621 (102%)
FPBench (gdscript port http://fpbench.org/) (lower is better)
(ms)
fast-math 15441 16127 192 15764
this pr 15671 16855 326 16001 (99%)
Float_add (adding floats in a tight loop) (lower is better)
(sec)
fast-math 5.49 5.78 0.07 5.65
this pr 5.65 5.90 0.06 5.76 (98%)
Float_div (dividing floats in a tight loop) (lower is better)
(sec)
fast-math 11.70 12.36 0.18 11.99
this pr 11.92 12.32 0.12 12.12 (99%)
Float_mul (multiplying floats in a tight loop) (lower is better)
(sec)
fast-math 11.72 12.17 0.12 11.93
this pr 12.01 12.62 0.17 12.26 (97%)
I have also looked at FPS numbers for tps-demo, 3d platformer, 2d
platformer, and sponza and could not find any measurable difference.
I believe that given the issues and oft-reported (physics) glitches on
release builds I believe that the couple of percent of tight-loop
floating point performance regression is well worth it.
This fixes#24540 and fixes#24841
- The `cpu-features.{c,h}` code was only used by chance by the webm
(libvpx) code, so I moved it there. It was actually introduced before
that and wasn't in use, and libvpx just happened to be able to
compile thanks to it being bundled.
It could potentially be compiled on the fly from the Android NDK, but
since we plan to replace the webm module by a GDNative plugin in the
near future, I went the bundling route.
- `ifaddrs_android.h` is already provided in the Android NDK as
`ifaddrs.h`, same as on other Unixes. Yet we cannot use it until we
up the min API level to 24, where `getifaddrs` is first defined.
I moved the files to `thirdparty/misc` and synced them with upstream
WebRTC (only indentation changes and removal of `static` qualifiers).
Also removes dropped thirdparty files from COPYRIGHT.txt after changes
in #24105 and #24145.
By introducing an intermediate proxy class for the array subscript
operator for String and CharString we can control better when CowData
will actually CoW.
This should improve performance of String usage for most cases.
The current system for capturing the mouse and generating motion events on X11
has issues with inaccurate and lopsided input. This is because both
XQueryPointer and XWarpPointer work in terms of integer coordinates when the
underlying X11 input driver may be tracking the mouse using subpixel
coordinates. When warping the pointer, the fractional part of the pointer
position is discarded.
To work around this issue, the fix uses raw motion events from XInput 2. These
events report relative motion and are not affected by pointer warping.
Additionally, this means Godot is able to detect motion at a higher resolution
under X11. Because this is raw mouse input, it is not affected by the user's
pointer speed and acceleration settings. This is the same system as SDL2 uses
for its relative motion.
Multitouch input on X requires XInput 2.2. Raw motion events require
XInput 2.0. Since 2.0 is old enough, this is now the minimum requirement to
use Godot on X.
This mirrors behavior on Windows and MacOSX where Godot tries to default
to a dGPU if it exists. This doesn't work for Nvidia optimus yet but
this can maybe be added later.
Contrarily to what #23434 assumed, this is not a memory leak,
the VisualServerRaster instance is passed as a parameter to
VisualServerWrapMT's constructor.
Fixes#23437.
At least the ones I got when I compiled it using Mingw64 POSIX on Xubuntu 18.04. Plus use the Size2 of get_window_size() directly, rather than reconstructing it.
The code in pre.js and engine.js is a bit confusing to see in isolation,
since the files aren't valid JS files by themselves. This just adds some
explanatory text to both files.
Fixes#22937.
Fixes the following Clang 7 warnings:
```
editor/editor_help.h:123:7: warning: 'EditorHelpIndex::popup' hides overloaded virtual function [-Woverloaded-virtual]
editor/editor_help.h:95:7: warning: 'EditorHelpSearch::popup' hides overloaded virtual function [-Woverloaded-virtual]
editor/editor_help.h:96:7: warning: 'EditorHelpSearch::popup' hides overloaded virtual function [-Woverloaded-virtual]
editor/plugins/curve_editor_plugin.h:141:15: warning: 'CurvePreviewGenerator::generate' hides overloaded virtual function [-Woverloaded-virtual]
editor/plugins/script_editor_plugin.h:70:7: warning: 'ScriptEditorQuickOpen::popup' hides overloaded virtual function [-Woverloaded-virtual]
editor/quick_open.h:69:7: warning: 'EditorQuickOpen::popup' hides overloaded virtual function [-Woverloaded-virtual]
main/tests/test_io.cpp:53:15: warning: 'TestIO::TestMainLoop::input_event' hides overloaded virtual function [-Woverloaded-virtual]
servers/audio/effects/audio_effect_record.h:69:15: warning: 'AudioEffectRecordInstance::process_silence' hides overloaded virtual function [-Woverloaded-virtual]
core/os/memory.h:119:2: warning: destructor called on non-final 'ContextGL_X11' that has virtual functions but non-virtual destructor [-Wdelete-non-virtual-dtor]
core/os/memory.h:119:2: warning: destructor called on non-final 'EditorScriptCodeCompletionCache' that has virtual functions but non-virtual destructor [-Wdelete-non-virtual-dtor]
core/os/memory.h:119:2: warning: destructor called on non-final 'Engine' that has virtual functions but non-virtual destructor [-Wdelete-non-virtual-dtor]
core/os/memory.h:119:2: warning: destructor called on non-final 'PhysicalBone::JointData' that has virtual functions but non-virtual destructor [-Wdelete-non-virtual-dtor]
core/os/memory.h:119:2: warning: destructor called on non-final 'VisualServerScene' that has virtual functions but non-virtual destructor [-Wdelete-non-virtual-dtor]
core/os/memory.h:119:2: warning: destructor called on non-final 'VisualServerViewport' that has virtual functions but non-virtual destructor [-Wdelete-non-virtual-dtor]
```
Namely:
[-Wunneeded-internal-declaration]
[-Wunused-comparison]
[-Wunused-const-variable]
[-Wunused-function]
[-Wunused-private-fields]
Fixes the following Clang 7 warnings:
```
editor/plugins/script_editor_plugin.cpp:1417:20: warning: function '_find_node_with_script' is not needed and will not be emitted [-Wunneeded-internal-declaration]
editor/scene_tree_dock.cpp:1859:14: warning: function '_find_last_visible' is not needed and will not be emitted [-Wunneeded-internal-declaration]
modules/gdscript/gdscript_parser.cpp:7838:19: warning: equality comparison result unused [-Wunused-comparison]
scene/resources/mesh.cpp:549:35: warning: unused variable '_array_types' [-Wunused-const-variable]
scene/resources/mesh.cpp:563:18: warning: unused variable '_format_translate' [-Wunused-const-variable]
drivers/gles3/rasterizer_scene_gles3.cpp:54:28: warning: unused function 'store_transform2d' [-Wunused-function]
core/io/file_access_network.h:50:6: warning: private field 'ml' is not used [-Wunused-private-field]
core/io/file_access_zip.h:93:14: warning: private field 'archive' is not used [-Wunused-private-field]
core/io/resource_format_binary.h:122:6: warning: private field 'bin_meta_idx' is not used [-Wunused-private-field]
core/message_queue.h:47:9: warning: private field 'mutex' is not used [-Wunused-private-field]
main/tests/test_gui.cpp:63:11: warning: private field 'control' is not used [-Wunused-private-field]
modules/gdscript/gdscript_parser.h:558:7: warning: private field 'completion_static' is not used [-Wunused-private-field]
platform/x11/os_x11.h:148:11: warning: private field 'ip_unix' is not used [-Wunused-private-field]
platform/x11/os_x11.h:180:7: warning: private field 'net_wm_icon' is not used [-Wunused-private-field]
platform/x11/os_x11.h:189:6: warning: private field 'audio_driver_index' is not used [-Wunused-private-field]
platform/x11/os_x11.h:190:15: warning: private field 'capture_idle' is not used [-Wunused-private-field]
servers/physics/body_pair_sw.h:79:6: warning: private field 'cc' is not used [-Wunused-private-field]
servers/visual/visual_server_raster.h:62:7: warning: private field 'draw_extra_frame' is not used [-Wunused-private-field]
```
Also finally move freetype to its own env and disable warnings for it.
Still needs some work to fix the awkward situation of the freetype and
svg modules used in scene/ and editor/ respectively.
Fixes the following GCC 5 warnings:
```
core/os/file_access.cpp:49:19: warning: the address of 'FileAccess::create_func' will always evaluate as 'true' [-Waddress]
servers/audio_server.cpp:192:70: warning: comparison with string literal results in unspecified behaviour [-Waddress]
drivers/gles2/rasterizer_storage_gles2.cpp:4095:90: warning: NULL used in arithmetic [-Wpointer-arith]
modules/gdnative/register_types.cpp:237:3: warning: deprecated conversion from string constant to 'char*' [-Wwrite-strings]
platform/android/export/export.cpp:207:1: warning: deprecated conversion from string constant to 'char*' [-Wwrite-strings]
modules/gdscript/gdscript.h:150:67: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:119:56: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:123:56: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:127:50: warning: returning reference to temporary [-Wreturn-local-addr]
servers/physics_2d/collision_object_2d_sw.h:131:52: warning: returning reference to temporary [-Wreturn-local-addr]
editor/plugins/skeleton_editor_plugin.cpp:34:36: warning: extra tokens at end of #include directive
modules/bullet/bullet_types_converter.cpp:31:9: warning: #pragma once in main file
editor/import/editor_scene_importer_gltf.cpp:1996:51: warning: name lookup of 'i' changed
modules/visual_script/visual_script_property_selector.cpp:402:45: warning: name lookup of 'E' changed
scene/gui/tree.cpp:1268:25: warning: name lookup of 'i' changed
scene/resources/visual_shader.cpp:808:32: warning: name lookup of 'i' changed
```
Fixes the following GCC 5 warnings:
```
drivers/gles2/rasterizer_canvas_gles2.cpp:814:8: warning: variable 'rt_size' set but not used [-Wunused-but-set-variable]
drivers/gles2/rasterizer_scene_gles2.cpp:2270:11: warning: variable 'vp_height' set but not used [-Wunused-but-set-variable]
drivers/gles2/rasterizer_scene_gles2.cpp:2673:22: warning: variable 'e' set but not used [-Wunused-but-set-variable]
drivers/gles2/rasterizer_scene_gles2.cpp:715:7: warning: variable 'no_cull' set but not used [-Wunused-but-set-variable]
drivers/gles2/shader_gles2.cpp:693:14: warning: variable 'cc' set but not used [-Wunused-but-set-variable]
drivers/gles3/rasterizer_canvas_gles3.cpp:1226:8: warning: variable 'rt_size' set but not used [-Wunused-but-set-variable]
drivers/gles3/rasterizer_scene_gles3.cpp:3039:10: warning: variable 'contrib' set but not used [-Wunused-but-set-variable]
drivers/gles3/rasterizer_scene_gles3.cpp:4504:32: warning: variable 'vp_height' set but not used [-Wunused-but-set-variable]
editor/editor_inspector.cpp:272:9: warning: variable 'guide_color' set but not used [-Wunused-but-set-variable]
editor/editor_themes.cpp:1067:14: warning: variable 'alpha3' set but not used [-Wunused-but-set-variable]
editor/editor_themes.cpp:263:8: warning: variable 'script_bg_color' set but not used [-Wunused-but-set-variable]
editor/plugins/collision_shape_2d_editor_plugin.cpp:326:11: warning: variable 'cpoint' set but not used [-Wunused-but-set-variable]
editor/plugins/mesh_editor_plugin.cpp:72:9: warning: variable 'size' set but not used [-Wunused-but-set-variable]
editor/plugins/shader_editor_plugin.cpp:471:12: warning: variable 'mpos' set but not used [-Wunused-but-set-variable]
editor/plugins/shader_editor_plugin.cpp:89:8: warning: variable 'basetype_color' set but not used [-Wunused-but-set-variable]
editor/plugins/shader_editor_plugin.cpp:90:8: warning: variable 'type_color' set but not used [-Wunused-but-set-variable]
editor/plugins/shader_editor_plugin.cpp:92:8: warning: variable 'string_color' set but not used [-Wunused-but-set-variable]
modules/visual_script/visual_script_editor.cpp:2521:7: warning: variable 'seq_connect' set but not used [-Wunused-but-set-variable]
platform/android/export/export.cpp:580:12: warning: variable 'styles_count' set but not used [-Wunused-but-set-variable]
platform/android/export/export.cpp:584:12: warning: variable 'styles_offset' set but not used [-Wunused-but-set-variable]
platform/osx/export/export.cpp:464:9: warning: variable 'zerr' set but not used [-Wunused-but-set-variable]
scene/2d/tile_map.cpp:260:10: warning: variable 'tcenter' set but not used [-Wunused-but-set-variable]
scene/3d/light.cpp:166:7: warning: variable 'editor_ok' set but not used [-Wunused-but-set-variable]
scene/3d/navigation.cpp:566:11: warning: variable 'closest_navmesh' set but not used [-Wunused-but-set-variable]
scene/gui/rich_text_label.cpp:869:8: warning: variable 'size' set but not used [-Wunused-but-set-variable]
scene/main/viewport.cpp:705:14: warning: variable 'xform' set but not used [-Wunused-but-set-variable]
scene/main/viewport.cpp:706:8: warning: variable 'ss' set but not used [-Wunused-but-set-variable]
scene/main/viewport.cpp:726:14: warning: variable 'xform' set but not used [-Wunused-but-set-variable]
scene/main/viewport.cpp:727:8: warning: variable 'ss' set but not used [-Wunused-but-set-variable]
scene/resources/material.cpp:430:7: warning: variable 'using_world' set but not used [-Wunused-but-set-variable]
servers/visual/shader_language.cpp:2026:7: warning: variable 'all_const' set but not used [-Wunused-but-set-variable]
servers/visual/visual_server_scene.cpp:1383:28: warning: variable 'z_max_cam' set but not used [-Wunused-but-set-variable]
```
Also fixes two [-Wunused-value] warnings:
```
scene/gui/text_edit.cpp:4405:20: warning: statement has no effect [-Wunused-value]
servers/visual/visual_server_scene.cpp:905:48: warning: value computed is not used [-Wunused-value]
```
Some of those are bugs and need further work, they are identified with
`// FIXME` comments.
Also turn off -Wsign-compare warnings in the future, we do not consider them important.
Fixes the following GCC 5 warnings:
```
core/node_path.cpp:279:24: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
core/oa_hash_map.h:169:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
core/oa_hash_map.h:314:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/gles2/shader_gles2.cpp:985:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/gles3/rasterizer_storage_gles3.cpp:1075:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/pulseaudio/audio_driver_pulseaudio.cpp:343:34: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/editor_plugin.cpp:525:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/editor_properties_array_dict.cpp:747:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/plugins/spatial_editor_plugin.cpp:2078:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/plugins/spatial_editor_plugin.cpp:4096:27: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
editor/plugins/sprite_editor_plugin.cpp💯20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/cvtt/image_compress_cvtt.cpp:122:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/cvtt/image_compress_cvtt.cpp:134:77: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/cvtt/image_compress_cvtt.cpp:339:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/etc/image_etc.cpp:222:34: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/gdnative/register_types.cpp:242:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/gdnative/register_types.cpp:258:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/opensimplex/simplex_noise.cpp:200:13: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/opensimplex/simplex_noise.cpp:222:13: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
modules/opensimplex/simplex_noise.cpp:246:13: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/android/export/export.cpp:1085:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/android/export/export.cpp:1489:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/android/export/export.cpp:1623:22: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:206:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:356:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:406:20: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
platform/iphone/export/export.cpp:493:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/audio_stream_player_3d.cpp:420:23: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/resources/audio_stream_sample.cpp:565:22: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/resources/audio_stream_sample.cpp:571:22: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_rb_resampler.cpp:156:36: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
```
The following warnings were not fixed, as they implied casting for no gain:
```
core/io/packet_peer.cpp:228:38: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
core/io/resource_format_binary.cpp:109:11: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/gles2/rasterizer_scene_gles2.cpp:144:57: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
drivers/unix/file_access_unix.cpp:249:46: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:889:14: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:1020:14: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:1154:14: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/3d/voxel_light_baker.cpp:2255:38: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
scene/resources/bit_mask.cpp:336:25: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_stream.cpp:141:49: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_stream.cpp:150:19: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio/audio_stream.cpp:154:19: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio_server.cpp:86:21: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
servers/audio_server.cpp:89:17: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
```
The two POSIX style crash handlers (OSX and X11) now remove their signal
handlers when they are destroyed.
Additonally if they are called while no OS singleton is set, they will
simply abort(). This should not happen now that they remove themselves,
but if a future change seperates OS object and crash handler lifetimes,
this may be easier to report/debug than hanging on SIGSEGV.
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
On X11 when we send an XResizeWindow request to the X server it is happy
to say it is done when the request has been handed over to the window
manager. The window manager itself may however take some time to
actually do the resize. Godot expects that a resize request is
immediate. To work around this issue we could implement the whole
_NET_WM_SYNC_REQUEST protocol. However this protocol does not fit very
well with the way we currently process X events and would when
implemented in the current framework still cause a 1 frame delay between
a resize request and the actual resize happening.
This fixes#21720
When we start the engine we haven't yet gotten any X11 motion events so
we don't yet know where our mouse cursor is located. Instead we now
query the X server for this information when we start and update the
appropriate values.
In addition when we move the window we also update the mouse position
based off of X server knowledge as we will also not have received any
mouse motion events.
this fixes#8145 (for X11 only)
Previously the compiler would use system headers located at
/System/Library/Frameworks, which could result in compilation failures
due to the headers not always being up-to-date in regards to the
latest installed macOS SDK headers that come with Xcode.
Fix the issue by passing the SDK path via the -isysroot option to the
compiler and linker invocations.
If no custom SDK path is given, the build system queries the SDK path
via xcrun --show-sdk-path, which returns something similar to
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/
/Developer/SDKs/MacOSX.sdk/
Querying via xcrun is now also done for iphone (and simulator)
platforms as well.
Here is an example of a compilation failure message due to outdated
headers:
platform/osx/os_osx.mm:1421:41: error: use of undeclared identifier 'NSAppKitVersionNumber10_12'; did you mean 'NSAppKitVersionNumber'?
if (floor(NSAppKitVersionNumber) >= NSAppKitVersionNumber10_12) {
^~~~~~~~~~~~~~~~~~~~~~~~~~
NSAppKitVersionNumber
/System/Library/Frameworks/AppKit.framework/Headers/NSApplication.h:26:28: note: 'NSAppKitVersionNumber' declared here
When setting an icon that is too large previously Godot would die with a
X Error of failed request: BadLength error. To avoid this we install an
error handler right before we set an icon. If the error handler triggers
we halve the icon size until it works or until we've reached a 0 size on
either width or height.
We print a warning when this happens to alert developers.
This fixes#19716
This adds a static is_viable() method to all rasterizers which has to be
called before initializing the rasterizer. This allows us to check what
rasterizer to use in OS::initialize together with the GL context
initialization.
This commit also adds a new project setting
"rendering/quality/driver/driver_fallback" which allows the creator of a
project to specify whether or not fallback to GLES2 is allowed. This
setting is ignored for the editor so the editor will always open even if
the project itself cannot run. This will hopefully reduce confusion for
users downloading projects from the internet.
We also no longer crash when GLES3 is not functioning on a platform.
This fixes#15324
Modern distributions such as Fedora do not ship 'xdialog' with their
default deployment. This commit adds support for Gnome's Zenity as well
as KDE's kdialog.
Also increase AppVeyor cache size to 1024,
should match what is available for us in the free plan:
https://www.appveyor.com/docs/build-cache/#cache-size-beta
And drop obsolete debug_release option for Windows, superseded
by target=release and debug_symbols=yes.
Use a Microsoft recommended way of process termination for the project
process run from the editor. This allows loaded DLLs to receive and handle
DLL_PROCESS_DETACH notification and cleanup any global state before the
process actually exits.
This commit adds support for unicode strings in OS_Windows::move_to_trash.
Also reverts commit 6188388c5a as it did not add extra null character to the path string (SHFILEOPSTRUCTA and SHFILEOPSTRUCTW require path to be double null-terminated).
Fixes thread and process handles leak when running and killing project
from editor (caused by a missing CloseHandle call) plus a potential leak
when calling OS_Windows::execute with p_blocking and !r_pipe.
The leak could be easily observed with a Handles counter in Task Manager
(or Performance Monitor) for the Godot editor process.
- Refactored all builder (make_*) functions into separate Python modules along to the build tree
- Introduced utility function to wrap all invocations on Windows, but does not change it elsewhere
- Introduced stub to use the builders module as a stand alone script and invoke a selected function
There is a problem with file handles related to writing generated content (*.gen.h and *.gen.cpp)
on Windows, which randomly causes a SHARING VIOLATION error to the compiler resulting in flaky
builds. Running all such content generators in a new subprocess instead of directly inside the
build script works around the issue.
Yes, I tried the multiprocessing module. It did not work due to conflict with SCons on cPickle.
Suggested workaround did not fully work either.
Using the run_in_subprocess wrapper on osx and x11 platforms as well for consistency. In case of
running a cross-compilation on Windows they would still be used, but likely it will not happen
in practice. What counts is that the build itself is running on which platform, not the target
platform.
Some generated files are written directly in an SConstruct or SCsub file, before the parallel build starts. They don't need to be written in a subprocess, apparently, so I left them as is.
This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
-Project/Editor settings now show tooltips properly
-Settings thar require restart now will show a restart warning
-Video driver is now visible all the time, can be changed easily
-Added function to request current video driver
Initialised relevant variables before stating thread,
to prevent a branch on uninitialised data.
Fixed race condition in polling that could miss a device change.
Instead of editing the placeholder permissions actually write new ones.
This should solve the privacy statement problems for the Play store.
This means we also no longer need to placeholder permissions in the
template.
Initialized the PID to -2, which will be the value returns in blocking-
mode where the PID is not available. (-1 was already taken to signify an
execution failure).
OS::execute will now properly return a non-OK error code when it fails
to execute the target file.
The documentation was rewritten to be very clear about the differences
between blocking and non-blocking mode.
Fixes#19056.
[x11] Preserve window size when calling this method.
[osx] Make sure it don't make the window resizable if it's not needed.
[windows] clean up the code.
- Fix a bug when mouse is confined don't update the cursor shape.
- Don't let the mouse leave the window when resizing to a smaller
resolution when MOUSE_MODE_CONFINED.
- Fix set_borderless_window to preserve the actual video_mode.widht/height.
PR #18675 (commit 96301e9) revealed a problem with how iOS lifecycle
callbacks were handled by Godot. Before that PR it was possible to get
NOTIFICATION_WM_FOCUS_IN callback without getting the corresponding
NOTIFICATION_WM_FOCUS_OUT. That commit added a flag to ensure they are
always coupled, but now there is an issue when, for example, you open a
notification panel on iOS without moving the app to background.
It resulted in view.stopAnimation being called without the
corresponding startAnimation when the app moves to foreground again, so
it looked like the game hanged.
I changed focus out notification to be sent in applicationWillResignActive,
because it makes more sense than to do it in applicationDidEnterBackground,
because it is always called in pair with applicationDidBecomeActive, where
focus in is sent. applicationDidEnterBackground may not come under
circumstances that are now described as a comment in code.
Allows using startGame() with main packs exported as .zip, but also any
other custom extension, for example if a web game host does not allow
the .pck filename extension.
Some web game hosts only allow certain filename extensions. If .wasm is
not allowed, this function allows overriding the WebAssembly filename
extension to work around that restriction.
Added a dummy importer for textures to use with the server platform.
Allows for running a project in headless mode without crashing when loading scenes containing textured objects
Also as a result decreases load time as no image files have to be loaded.
- Adds q/quit option to console debugging
- Adds options (variable_prefix)
- Breaks into debugger with Ctrl-C in local debug mode (Unix/Windows)
- Added option to list all breakpoints
- Fixes add/remove breakpoint bug (invalid path parsing)
- Minor cleanup
When a phone call or an alarm triggers on iOS, the application receives
an "audio interruption" and it's up to the application to resume
playback when the interruption ends. I added handling for audio
interruptions same as if the game is focused out and then back in.
Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*)
The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers.
Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse.
*: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest.
On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction.
Plus: Improve/fix tracking of current mouse position.
** Summary of changes to settings: **
- `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse`
- New setting: `input/pointing_devices/emulate_mouse_from_touch`
Fixes most current reports on Coverity Scan of uninitialized scalar
variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html
These happen most of the time (in our code) when instanciating structs
without a constructor (or with an incomplete one), and later returning
the instance. This is sometimes intended though, as some parameters are
only used in some situations and should not be double-initialized for
performance reasons (e.g. `constant` in ShaderLanguage::Token).
Input source types are not pure bit flags, they are combinations of
flags, so != 0 check was incorrect and resulted in crashes later, when
trying to obtain the device.
Starting from April 2018 Apple no longer accepts apps that do not
support iPhone X. For games this mainly means respecting the safe area,
unobstructed by notch and virtual home button. UI controls must be
placed within the safe area so that users can interact with them.
This commit:
- Adds OS::get_window_safe_area method that returns unobscured area of
the window, where interactive controls should be rendered.
- Reorganizes how launch screens are exported - the previous way was
incorrect and modern iPhones did not pick up the correct screens and
because of that used a non-native resolution to render the game.
- Adds launch screen options for iPhone X.
- Makes launch screens optional in the export template. If not
specified, a white screen will be used.
- Adds App Store icon (1024x1024) export option as it now has to be
bundled with the app instead of being provided in iTunes Connect.
- Fixes crash when launching games in iOS Simulator. It happened because
controllerWasConnected callback came before the engine was
initialized. Now in such case the controllers will be queued up and
registered after initialization is done.
- Fixes issue with the virtual keyboard where for some reason
autocorrection panel would intersect with the keyboard itself and not
allow you to use the top row of the keyboard. This is fixed by
disabling autocorrection altogether.
Closes#17358. Fixes#17428. Fixes#17331.
[Linux] Ensures that the custom cursor will be used when changing to
MOUSE_MODE_VISIBLE. Fix#3086
[Windows] Fix cursor flickering when MOUSE_MODE_HIDDEN.
[Mac] Fix possible cursor flicker when MOUSE_MODE_HIDDEN.
`uwp/detect.py` was not setting the `env.msvc` variable to true causing
scons to pass wrong arguments to `msvc` (using `clang/gcc` options)
which in turn break the build due to `-Werror=return-type` not being
recognized by ms compiler.
Whether to use WebGL 1.0 or 2.0 can only be determined at runtime after
reading project settings, so check for the lower version.
The test is now in the HTML file, so if desired WebGL 2.0 can be
checked early by changing the behaviour there.
SCons has good compiler detection logic for MSVC compilers. Up to now,
Godot hasn't used it; it depends on passed-in OS environment vars from
a specific Visual Studio cmd.exe windows. This makes it harder to
build from a msys or cygwin shell.
This change allows SCons to autodetect Visual Studio unless it sees
VCINSTALLDIR in the os.environ. It also adds a 'msvc_version' arg for
manual specification of compiler version, and uses the existing 'bits'
arg to specify the target architecture. More detail could be added as
desired. It also adds 'use_mingw' to always use mingw, even if Visual
Studio is installed. That uses the existing mingw setup logic.
If people are used to building Godot in a Visual Studio cmd window,
this should not change the behavior in that case, since VCINSTALLDIR
will be set in those windows. (However, note that you could now unset
that var and build with any other MSVC version or target arch, even in
that window.)
I refactored much of platform/windows/detect.py during this, to
simplify and clarify the logic. I also cleaned up a bunch of env var
settings in windows/detect.py and SConstruct to use modern SCons
idioms and simplify things.
I suspect this will also enable using the Intel compiler on Windows,
though that hasn't been tested.
This commit adds a new rendering backend, GLES2, and adds a
project setting to enable it.
Currently this backend can only be used on the X11 platform,
but integrating into other platforms is planned.
set_pause can be called before the driver is initialized, and there
already is a check for that. The problem is that the 'active' field
was not initialied in the constructor, which lead to it having an
undefined value.
The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were
several places hardcoding their own variant of the version string, potentially
with bugs (e.g. forgetting the patch number when defined).
The new logic defines:
- VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1)
- VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch',
depending on whether the latter is defined (e.g. 3.1.4)
- VERSION_FULL_CONFIG, which contains the version status (e.g. stable)
and the module-specific suffix (e.g. mono)
- VERSION_FULL_BUILD, same as above but with build/reference name
(e.g. official, custom_build, mageia, etc.)
Note: Slight change here, as the previous format had the build name
*before* the module-specific suffix; now it's after
- VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed
with "Godot v" for readability
Bugs fixed thanks to that:
- Export templates version matching now properly takes VERSION_PATCH
into account by relying on VERSION_FULL_CONFIG.
- ClassDB hash no longer takes the build name into account, but limits
itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant
for the API hash).
- Docs XML no longer hardcode the VERSION_STATUS, this was annoying.
- Small cleanup in Windows .rc file thanks to new macros.
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
Mac OS X is 64-bit only since 10.7 (Lion), which has reached End-Of-Life in October 2014.
Therefore it no longer makes sense to support exporting 32-bit binaries for Mac OS X,
and we can now default to 64-bit instead of bigger "fat" binaries.
We were already linking libstdc++ statically for official binaries,
protecting us against most portability issues. But apparently since
we started using GCC 7 for official builds, we also need to link
libgcc statically for at least 32-bit builds to be portable.
Fixes#16409.
- Add a iap_connect and iap_disconnect events for android platform.
- Add isConnected() function returning true if its connected to android service, false otherwise
(cherry picked from commit 546b48813f)
Command line options were refactored for 3.0 to follow the common usage
of double-dashed long options, but `--main-pack` went through the cracks.
Fixes#16533.
The target of the TARGETS type should be XA_ATOM and not XA_TARGETS when
requested. Since we are sending a number of ATOMS the size should be set
to the integer size and not the char size.
The size field of the atoms is also the number of atoms and not the size
of the array. This caused some clients to wrongly interpret the data and
read garbage in the X11 packet.
I also add the more modern representation for UTF-8 and clarify the
error message if a client attempts to request a type we don't know
about.
This fixes#10431
Current this is hardcoded as '1' for any platform except Unix. The
little is_wow64() dance is required to get correct output on a 32bit
compiled godot running on 64bit Windows according to MSDN.
This code should be UWP safe but I have no way to test that so it's not
implemented for UWP yet.
This adds a separate_debug_symbols option to the x11, windows, and osx
targets. This will default to adding normal debugging symbols to the
artifacts and only splits them when separate_debug_symbols=yes on the
Scons command line.
As it turns out, onTextChanged supplies a mutable CharSequence, which
lead to crashes or unexpected behaviour when input was coming faster
than it was processed.
Also made LINK and CXXFLAGS configurable as command line options.
Note that LINK currently expects the *compiler* that will be used
for linking and will call its configured linker behind the scenes
(so g++, clang++, etc., not ld.gold). See #15364 for details.
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
They are NOT constant methods, as state by the comment message,
they fetch the last packet and then forget about it, actively
changing the state of the object.
-Fixes to unwrapper (remove degenerates), makes Thekla not crash
-Added optional cancel button in EditorProgress
-Added function to force processing of events (needed for cancel button)
- Add an editor setting to read the rcedit path.
- Add settings to the export preset with icon and other exe information
(version, name, copyright, etc.)
Setting the vsync in the main thread, after the rendering thread starts
and takes the OpenGL context fails, so we need to do that before.
Also, for some reason, the main thread cannot make current the context
anymore.
Fixes#13447
This allows to specify any valid folder name (including with subfolders) to use
as user:// on all platforms. The folder is constrained to the platform-specific
OS::get_data_path() (typically what `XDG_DATA_HOME` resolves to).
Fixes#13236.
- 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.
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.
There are still some left in the Android Java code, even stuff to swap between
GLES1 and GLES2 support from early Godot days... would be good to see some cleanup
there too one day.
The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported.
It can be readded when GLES 2.0 support comes back. Fixes#13004.
Rename engine.start() to startGame(), new start() takes string arguments
handed directly to main(). Rename Engine.loadEngine() to load().
Add setLocale(), setResizeCanvasOnStart(), setExecutableName() and
preloadFile().
This makes the interfaces available, without implementation, in other
platforms and the editor, which facilitates documenting platform-exclusive
classes.
Platform-exclusive APIs must be set up in platform/<platform>/api/api.cpp.
Provide noop method-implementations where necessary.
Also setup and document the HTML5 platform's JavaScript singleton.
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.
Should fix issues some of us have with `misc/dist/uwp_template/AppxManifest.xml`
always showing up as modified.
Might cause issues on Windows due to the removal of BOMs or change of line endings
in some of the Mono, UWP or gradlew.bat files, we will test and adapt if need be.
Travis always has massive backlog of macOS builds, so we can't rely on them
too much.
The iphone build was mostly useful to spot tools=no or target=release_debug
issues, so replacing it by an appropriate X11 build.
These changes allow to open the exported project in XCode and Run it
immediately to begin debugging. Before these changes you'd have to
sign GDNative libs and change Build Configuration manually.
Now that #12009 is merged, we should let the system find the binary on
the users $PATH and don't assume we know where to look for them in
different distributions.
- Allow returning ArrayBuffer and views as PoolByteArray
- Return real_t for integral numbers
- Read all color channels as 0.0 - 1.0 floating point numbers
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.
- Dispatch input immediately as it comes, instead of delaying it to the
next step().
- Fix text box input handling when caret is at the middle of the text.
- Minimize queueEvent calls on Java side.
Previously WebAssembly.compile was used along with the secondary
WebAssembly.instantiate overload. Using only the primary overload is
recommended to get best performance.
- The export process now builds complete .ipa on macOS, instead of just
creating XCode project.
- The project includes Capabilities games usually require: Game Center,
Push Notifications, In-App Purchase.
- Icons and launch screens can be specified in export preset.
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.
This release hides many struct members which provides easier forward
compatibility but is a break from previous releases. A few small macros
provide compatibility between both 1.1.0 and 1.0.x.
Fixes#8624.
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.
It's the minimum version where GLES 3 API is available. It is already
the version Godot binary is compiled with for Android, but the config
files were not updated in time.
Now that we have a built-in stacktrace on a segfault it would be useful
to have debug information on debug_release builds so that bugreports can
include this information. Without this debug info we will still get
function names in the backtrace but not file location.
This commit will by default build all targets with minimal debug info
and then strip the information into separate files. On MacOS this is a
.dSYM file, on Linux/MingW this is a .debug file. MacOSX will
automatically load a dSYM file if it exists in its debugger. On
Linux/MingW we create a 'gnu debuglink' meaning that gdb and friends
will automatically find the debug symbols if they exist.
Existing workflow for developers does not change at all, except that we
now create two instead of one build artifact by default.
This commit also adds a 'debug_symbols' option to X11, MacOS, and MingW
targets. The default is 'yes' which corresponds to -g1. The alternatives
are 'no' (don't generate debug infos at all) or 'full' which runs with
-g2. A target=debug build will now build with -g3.
- Implement promise-based JS interface for custom HTML page
integration
- Add download progress callback
- Add progress bar and indeterminate spinner to default HTML page
- Try downloading files multiple times when failing
- Get rid of godotfs.js
- Separate steps for engine initialization, game initialization and game
start
- Allow multiple games on one HTML page
- Substitution placeholders only used in .html file
- Placeholders renamed: $GODOT_BASE => $GODOT_BASENAME,
$GODOT_TMEM -> $GODOT_TOTAL_MEMORY
- Emscripten Module is now Engine.RuntimeEnvironment (no longer a global)
After discussing with @reduz and @akien-mga it was decided that we do
not allow assignments or declarations in if statements. This PR removes
the instances of this I could find by automated means.