Commit Graph

549 Commits

Author SHA1 Message Date
Raul Santos 7def4c84be
Fix dotnet format
It was failing due to generated files being referenced in
.NET projects but the files are missing because they are
generated by `godot --generate-mono-glue` or
`build_assemblies.py`.
2022-10-12 15:55:10 +02:00
Fabio Alessandrelli 9a653ebeac [Web] Add auto-formatting to HTML files.
Uses html-eslint for HTML file and eslint-plugin-html for inline
JavaScript.

Use HTML5 (not XHTML), remove CDATA and trailing slashes for self
closing tags.

Add format checks to CI.
2022-10-11 19:42:12 +02:00
Rémi Verschelde ef8834a642 Merge pull request #64784 from yedpodtrzitko/yed/ci-add-mypy
ci: add Python static analysis check via mypy
2022-09-30 17:44:39 +02:00
Rémi Verschelde 166df0896c Fix typos with codespell
Using codespell 2.3-dev from current git.

And fix typo in `methods.py` for `vsproj=yes` option (still won't work
though).
2022-09-30 14:23:36 +02:00
Jiri Suchan c5bd2f9dce ci: add Python static analysis check via mypy 2022-09-30 19:03:17 +07:00
Rémi Verschelde 39facb35a0 SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.

New `target` presets
====================

The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:

- `editor`: Replaces `tools=yes target=release_debug`.
  * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
  * Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
  * Defines: `-O3`/`/O2`

New `dev_build` option
======================

The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:

- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
  enables generating debug symbols, does not define `NDEBUG` so `assert()`
  works in thirdparty libraries, adds a `.dev` suffix to the binary name.

Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.

Changed binary names
====================

The name of generated binaries and object files are changed too, to follow
this format:

`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`

For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`

Be sure to update your links/scripts/IDE config accordingly.

More flexible `optimize` and `debug_symbols` options
====================================================

The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:

`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-26 16:31:46 +02:00
Rémi Verschelde 49fcf4ffad Style: Cleanup header guards for consistency
Fix file names for {Static,Lightmap}RaycasterEmbree.
2022-09-26 13:51:17 +02:00
Rémi Verschelde 26e9145c26 SCons: Cleanup `DEBUG`, `_DEBUG` and `NDEBUG` defines
- `_DEBUG` is MSVC specific so it didn't make much sense to define for
  Android and iOS builds.
- iOS was the only platform to define `DEBUG`. We don't use it anywhere
  outside thirdparty code, which we usually don't intend to debug, so it
  seems better to be consistent with other platforms.
- Consistently define `NDEBUG` to disable assert behavior in both `release`
  and `release_debug` targets. This used to be set for `release` for all
  platforms, and `release_debug` for Android and iOS only.
- Due to the above, I removed the only use we made of `assert()` in Godot
  code, which was only implemented for Unix anyway, should have been
  `DEV_ENABLED`, and is in PoolAllocator which we don't actually use.
- The denoise and recast modules keep defining `NDEBUG` even for the `debug`
  target as we don't want OIDN and Embree asserting all over the place.
2022-09-23 15:21:26 +02:00
Rémi Verschelde 5408af1407 Style: Ensure consistent formatting with clang-format 15
When going from version 14 to 15 it would introduce a tiny change in
`websocket_macros.h` just before the comment re-enabling clang-format,
but this can be solved by just letting it do its work.

Bonus cosmetic change in `math_fieldwise.cpp` where clang-format isn't
used, and bump recommended versions for pre-commit hook to [13; 15].
2022-09-21 12:48:58 +02:00
Rémi Verschelde 7da532275b Merge pull request #65541 from clayjohn/renderer-setting
Split rendering driver project setting into renderer_name and rendering_driver
2022-09-20 09:43:59 +02:00
clayjohn 4a1c7de57c Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). 2022-09-19 10:26:10 -07:00
Fabio Alessandrelli 51484028fd [Web] Add missing features warning in editor and export shell. 2022-09-17 11:33:53 +02:00
Ignacio Roldán Etcheverry f784fb2000 C#: Replace libnethost dependency to find hostfxr
We want to replace libnethost as it gives us issues with some compilers.
Our implementation tries to mimic libnethost's hostfxr_resolver search
logic. We try to use the same function names for easier comparing in
case we need to update this in the future.
2022-09-07 16:36:36 +02:00
Gergely Kis 20bf72751c Fix UTF-8 validation in static checks
Use isutf8 instead of recode to detect invalid UTF-8 sequences.

Also add the necessary dependencies to run the static checks locally
using act (https://github.com/nektos/act) with the Medium size image.
2022-09-05 13:18:27 +02:00
Rémi Verschelde 08eafbd52b
Merge pull request #65078 from RandomShaper/git_hooks_extend 2022-08-30 16:18:31 +02:00
Pedro J. Estébanez 8e2d0e1bb1 Add ability to extend the set of Git pre-commit hooks 2022-08-30 13:34:10 +02:00
Pedro J. Estébanez 4bf03afe8b Make Git hooks work on worktrees on Windows 2022-08-30 11:18:11 +02:00
Raul Santos ea6b8ecb6f
Add `dotnet format` to CI to check C# style 2022-08-27 10:11:35 +02:00
Jiri Suchan 388d35b74d ci: add basic test pipeline for shader builders 2022-08-19 20:32:13 +09:00
Sergey Minakov c99e8aeac3 [iOS] Extend iOS plugins to support Swift runtime 2022-08-09 20:20:54 +03:00
Rémi Verschelde 1418f97c70 File: Re-add support to skip CR (`\r`) in `File::get_as_text`
This was removed in #63481, and we confirmed that it's better like this,
but we add back the possibility to strip CR as an option, to optionally
restore the previous behavior.

For performance this is done directly in `String::parse_utf8`.

Also fixes Android `FileAccess::get_line()` as this one _should_ strip CR.

Supersedes #63717.
2022-08-01 00:40:35 +02:00
Rémi Verschelde da14b19bbf CI: Link MoltenVK statically on macOS
Same as done for official builds.

Also make artifacts executable before zipping.
2022-07-29 14:32:57 +02:00
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
bruvzg 8823eae328
Rename OSX to macOS and iPhoneOS to iOS. 2022-07-21 09:37:52 +03:00
Hugo Locurcio 2582981719
Download Vulkan SDK disk image to a temporary folder in the script
This prevents a `vulkan-sdk.dmg` file from lingering in the current
working directory after installing the Vulkan SDK.
2022-07-14 18:35:51 +02:00
Hugo Locurcio 28a702d580
Add a script to install the Vulkan SDK on macOS
This script can be used to make Godot easier to compile on a fresh
macOS installation, including on CI platforms and containers where
the Vulkan SDK isn't preinstalled.
2022-07-12 22:53:06 +02:00
bruvzg 860e24683f
Make enum/constant binds 64-bit. 2022-06-17 16:36:26 +03:00
Rafał Mikrut 80237a54e0 Stop CI when Godot crash 2022-06-15 23:02:14 +02:00
Rafał Mikrut 24f45bd533 Add Godot 3.x -> Godot 4.x project converter 2022-06-15 10:11:17 +02:00
Hugo Locurcio d45351f413
makerst: Print colored output for easier visual grepping
This is automatically enabled on all platforms including
Windows 10 and later, whenever a TTY environment is detected.

In non-TTY environments such as CI, this can be forced using the
`--color` command line argument.
2022-06-11 00:19:36 +02:00
Fredia Huya-Kouadio d38ffda2c3 Fix the logic to restart the Godot application 2022-05-23 13:15:48 -07:00
Rémi Verschelde 9923851370 Fix typos with codespell
Using codespell 2.2-dev from current git.
2022-05-23 21:32:19 +02:00
Hugo Locurcio cd99ea5882
Rename `--vk-layers` command line argument to `--gpu-validation`
The new name is independent of the graphics API in use.
This prepares Godot for implementations of graphics APIs other than Vulkan.
2022-05-16 22:29:26 +02:00
Rémi Verschelde e3a9a03a8d
Merge pull request #57006 from Calinou/web-editor-no-threads-modal 2022-05-16 15:54:20 +02:00
Emmanouil Papadeas ab444469f0 Add Greek translation for Linux desktop file
Follow-up to #60777 and #60800.
2022-05-06 19:16:45 +03:00
Hugo Locurcio 2212afd794
Add French translation for Linux desktop file 2022-05-05 19:29:46 +02:00
Rémi Verschelde 9e66a947e4 Relax version warning in clang-format precommit hook
Closes #60778.
2022-05-05 13:39:28 +02:00
Haoyu Qiu 31394aced3 Add Simplified Chinese translation for Linux desktop file 2022-05-05 14:02:51 +08:00
Rémi Verschelde bef00b2b0d
Merge pull request #60445 from nathanfranke/minor-changes
small changes: improve OS.get_name classref, misc/scripts fixes, remove trailing quote
2022-04-25 23:10:48 +02:00
Nathan Franke 1304d72fc1
improve OS.get_name classref, misc/scripts fixes, remove trailing quote 2022-04-22 17:13:08 -05:00
Marcel Admiraal 22ca5b2eba Remove superfluous Android InputManager interface and implementation 2022-04-22 18:52:06 +02:00
Rémi Verschelde a647fb3e62 Fix typos with codespell
Using codespell 2.2-dev from current git.

Fix a couple incorrect uses of gendered pronouns.
2022-03-31 14:07:29 +02:00
Fredia Huya-Kouadio b176b31f5d Fix flickering issues with low processor mode on Android 2022-03-29 12:17:09 -07:00
Rémi Verschelde 2b8b051838
Merge pull request #47526 from backwardspy/master
set StartupWMClass in linux `.desktop` file
2022-03-18 07:38:34 +01:00
Rémi Verschelde fb28025785
Merge pull request #59153 from Calinou/debug-stringnames-improve
Improve `--debug-stringnames` to be more useful
2022-03-15 20:26:18 +01:00
Hugo Locurcio 38995961df
Improve `--debug-stringnames` to be more useful
- Print all StringNames, not just the top 100.
- Print statistics at the end of the list of StringNames,
  with unreferenced and rarely referenced StringNames.
- List the CLI argument in `--help` and shell completion.
2022-03-15 18:54:51 +01:00
Hugo Locurcio eae16f73a6
Make `-q` CLI argument toggle quiet stdout instead of quitting
`-q` is a common toggle in a command line applications for quiet mode
(see apt or dnf for examples). In contrast, `--quit` isn't needed
as often.
2022-03-13 23:55:01 +01:00
Hugo Locurcio f4a0573379
Tweak the display order of CLI arguments in `--help` for consistency
`--profile-gpu` was renamed to `--gpu-profile` for consistency with
`--gpu-abort`.

This also updates the shell completion files to the latest `master`
branch.
2022-03-13 20:36:52 +01:00
Rémi Verschelde 952b71a425
Merge pull request #58751 from bruvzg/loc_str_props 2022-03-11 10:45:02 +01:00
Rémi Verschelde 9b05f29894 Remove unused GDNative code
This has been superseded by GDExtension so this code is no longer useful
nor usable.

There's still some GDNative-related stuff in platform export code which
needs to be adapted for GDExtension (e.g. to include GDExtension libraries
in exports).
2022-03-09 13:59:03 +01:00
bruvzg 12cb6386f6
Improve app name and system permission message localization.
Add localizable string (Dictionary<Lang Code, String>) property editor and property hint.
Add localized "app name" property to the project settings.
Add localized permission and copyright properties to the macOS and iOS export settings.
Remove some duplicated ("app name") and deprecated ("info") macOS and iOS export properties.
2022-03-04 18:11:31 +02:00
bruvzg 5fdea69276
[macOS and iOS export] Add localized application name to the translation .plist files. 2022-03-04 09:27:44 +02:00
bruvzg 1aa6a95081
[macOS] Add missing translation file. 2022-02-12 10:25:53 +02:00
Fabio Alessandrelli d05f0f15f3
Merge pull request #57005 from Calinou/web-editor-tweak-logo-max-width
Tweak logo max width on the web editor
2022-02-12 02:54:06 +01:00
Fabio Alessandrelli 9c3cbc9edc
Merge pull request #56966 from Calinou/web-editor-allow-any-orientation
Allow using the web editor on any device orientation
2022-02-12 02:43:52 +01:00
Rémi Verschelde 1bdb82c64e
Fix typos with codespell
Using codespell 2.2-dev from current git.

Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.
2022-02-10 12:30:19 +01:00
Hugo Locurcio 74fc4410f4
Remove support for ARMv7 (32-bit) on iOS
All iOS devices since the iPhone 5S support ARMv8 (64-bit).

The last iOS version supported on ARMv7 devices is 10.x, which is
too old to run Godot 4.0 projects since the minimum supported
iOS version is 11.0.
2022-02-08 22:11:29 +01:00
Fabio Alessandrelli 3cc72ac03f [HTML5] Improve editor progressive web app behavior.
Ensures early claim for aggressive caching.
Adds a button to update when it detects a new version asking
confirmation due to the necessary reload.
2022-02-06 18:46:42 +01:00
Fabio Alessandrelli cc4612277b [HTML5] PWA service worker prefers cached version.
Use an offline first approach, where we prefer the cached version over
the network one.
This forces games using PWA to always re-export the project and not just
the PCK, so that the service worker version gets updated correctly, and
the end-user cache is correctly cleared on update.
2022-02-06 18:46:22 +01:00
Rémi Verschelde 969780cd2d
Merge pull request #57203 from bruvzg/ios_export_fix 2022-02-02 23:14:30 +01:00
Rémi Verschelde 56549a0195
CI: Fix exclude patterns with `git ls-files`
Follow-up to #55785.

In `black_format.sh`, the `--exclude` switch was wrongly used. It's a misnomer
that only excludes _untracked_ files, arcane pathspec patterns should instead
be used to exclude _tracked_ files.

Using this newfound knowledge, we can also simplify the other scripts.
2022-02-01 09:58:57 +01:00
Nathan Franke 8a0a3accee
simplify formatting scripts, add a clang-tidy script, and run clang-tidy 2022-01-29 04:41:03 -06:00
bruvzg 57db989a97
[iOS] Fix iOS export with manually specified signing/provisioning data. 2022-01-25 17:13:03 +02:00
Hugo Locurcio 078475f354
Allow using the web editor on any device orientation
On tablets and foldable phones, the editor can remain usable
while in portrait mode thanks to the wide display.
2022-01-21 01:59:34 +01:00
Hugo Locurcio 304a286502
Display a modal dialog if threads are unavailable in the web editor
Threads are required for the web editor to function. If the web server
is not correctly configured, threads won't be available.

This makes troubleshooting easier for people looking to self-host
the web editor.
2022-01-20 17:58:10 +01:00
Hugo Locurcio 34a4ff0cef
Tweak logo max width on the web editor
The logo's maximum width is now dependent on the viewport height
in addition to the page width. This prevents the "Start Godot editor"
button from overflowing the page on mobile devices (although the
"Clear persistent data" and "Web editor documentation" buttons will
still overflow for now).
2022-01-20 17:03:43 +01:00
Rémi Verschelde eab8c07114
Merge pull request #56969 from Calinou/web-editor-tweak-theme-color
Tweak theme color to match the Godot editor's background color
2022-01-20 07:32:52 +01:00
Hugo Locurcio 7ef459c2d7
Tweak theme color to match the Godot editor's background color
This makes for a more seamless-looking address bar/status bar
when using the web editor on a mobile device, either directly
in the brower or installed as a progressive web app.

This also specifies a theme color for the web editor's offline
fallback.
2022-01-19 20:19:24 +01:00
Hugo Locurcio 84a69d7429 Improve the default project theme
The new default project theme uses StyleBoxFlat extensively for
a more modern design and better scalability to multiple resolutions.

SVG icons are now used in place of PNG icons. While this does not
allow for true vector-based icon drawing (icons are still rasterized
at load-time), this makes the design work easier for contributors
and opens the door to vector drawing in the future (e.g. with polygons
or SDFs).

Like for editor icons, the SVG header file is now built automatically
when a SVG file is changed. This removing the need for running
`make_header.py` manually (TODO).

The "Use Hidpi" project setting has been removed in favor of a
"Default Theme Scale" project setting, which allows creating the
default theme at a higher/lower scale than the default.
This can be used when designing GUIs with a high base resolution
to ensure crisp visuals.

Co-authored-by: Yuri Sizov <yuris@humnom.net>
2022-01-19 18:46:01 +03:00
bruvzg 8bb00a2dfd [macOS export] Implements ad-hoc signing on Linux/Windows, adds extra privacy settings, entitlements warnings and error checking. 2022-01-18 11:11:02 +02:00
Rémi Verschelde 8fce6166cb
Merge pull request #56311 from Calinou/default-allow-hidpi 2022-01-13 09:33:00 +01:00
Aaron Franke 4cdc75915f
Skip formatting .bat files in file_format.sh
These are supposed to have CRLF because Windows, so we'll just skip this file type in the script.
2022-01-05 18:30:27 -08:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Hugo Locurcio 0a86dd4718
Enable "Allow Hidpi" by default
This fixes window management issues across platforms on hiDPI monitors.

The `--low-dpi` command line argument has been removed as similar
functionality (forcing low-DPI mode on DPI-aware programs) is
already provided by Windows and macOS itself.
2021-12-30 22:24:49 +01:00
Haoyu Qiu 84982f5778 Center the indeterminate spinner on HTML5 page 2021-12-09 23:18:48 +08:00
Fabio Alessandrelli 46fdba5f8b [HTML5] Add WebGL2 (GLES3) support using the OpenGL renderer.
Note, the editor build requires the mbedtls module to be manually
enabled, as it is currently needed as a ResourceUID dependency.

This will need to be addressed in a separate PR.
2021-11-19 16:59:27 +01:00
David Sichma 3fe10c7e9d
Fixed pre-commit-black file extensions
Now hook can find .py files.
2021-11-18 19:29:17 +01:00
Rémi Verschelde 098e3cf8f7
Fix style issue after #54148 2021-11-16 14:27:44 +01:00
Rémi Verschelde e6ffb10bcd
Merge pull request #52945 from bruvzg/macos_editor_translation 2021-11-09 00:09:32 +01:00
Rémi Verschelde 2ecab0491c
Merge pull request #54179 from aaronfranke/make-rst 2021-10-26 08:43:07 +02:00
Rémi Verschelde 55d05565d0
clang-format: Enable `--Wno-error=unknown` for compat with older versions
This prevents errors when encountering options which have been defined in newer
versions of clang-format, and are invalid in the YAML for the old version.

Bump minimum supported clang-format version to 12 (where `--Wno-error=unknown`
was added).

Use clang-format 12 on CI (13 is not available yet on the Ubuntu 20.04 images).
2021-10-25 00:19:22 +02:00
Aaron Franke 8f05e26198
Rename "makerst.py" to "make_rst.py" 2021-10-24 01:58:59 -05:00
Rémi Verschelde 99cee2b414
Merge pull request #54067 from bruvzg/oidn_ent 2021-10-23 00:51:24 +02:00
Rémi Verschelde 63544c3a9d
clang-format: Sync config with LLVM 13
Disable minimum amount of spaces in comment prefix for now, as it otherwise
modifies the whole codebase. That's something we probably want to use as it
matches our convention, but we should look into fully converting these
comments to our style guide at the same time.
2021-10-22 21:51:02 +02:00
bruvzg 53cb556841 [macOS] Add entitlements required by OIDN JIT for the editor build. 2021-10-21 14:42:48 +03:00
Bastiaan Olij daff03576d Add CI step for compiling and testing godot-cpp 2021-10-21 20:30:19 +11:00
Fabio Alessandrelli 9de577ba12 [HTML5] Editor video driver option. Replace canvas on exit.
Default is "Auto", but can be forced to a specific WebGL version if the
automatic detection fails.

The game and editor canvas are now replaced with a new one in the exit
hooks. This helps the browser do some context cleanup, and allow us to
create a new context of a different type (WebGL/WebGL2).
2021-10-19 15:45:32 +02:00
Rémi Verschelde 50bb0896fa
Merge pull request #52043 from Calinou/macos-use-big-sur-icon 2021-09-30 15:52:51 +02:00
bruvzg 3b4de845fe [macOS] Add empty translation files to the editor app bundle, to allow translation detection by the OS. 2021-09-22 23:33:20 +03:00
bruvzg 9231aab119 [macOS] Update MIME codes and file type names to match "dist/linux/org.godotengine.Godot.xml" definitions. Add missing "shader" type icon. 2021-09-20 13:12:34 +03:00
Hugo Locurcio c0083c0f90
Add dozens of new integration tests to the GDScript test suite
This also ignores `.out` files in the file format static checks.
2021-09-14 18:42:08 +02:00
Hugo Locurcio 38424714b1
Print colored diffs when there are formatting failures in CI
This makes diffs more readable in CI logs.
2021-08-25 17:17:29 +02:00
Hugo Locurcio 4589790348
Use a Big Sur-style macOS icon for the Godot editor
This provides a more coherent visual look with the rest of macOS.

Co-authored-by: Hazar <36481442+hazarek@users.noreply.github.com>
2021-08-24 01:53:28 +02:00
Aaron Franke ae1702bee5
Replace HTTP links with HTTPS for sites with HTTPS versions 2021-08-22 20:13:11 -05:00
Fabio Alessandrelli 09386ba9fd [Headless] Add --headless switch (no rendering, no audio).
Also remove now unused "--no-window" option, and relative OS getter and
setter.
2021-08-03 17:45:50 +02:00
Rafał Mikrut e8877806ec Fix 'Attempted to remove invalid ID' errors 2021-07-31 15:30:31 +02:00
Michael Alexsander a47e48987d Properly tag project files as a subclass of plain text in the MIME info 2021-07-29 19:18:24 -03:00
Michael Alexsander 0218616747 Make some small tweaks to the MIME info 2021-07-29 12:06:35 -03:00
Rémi Verschelde 9a71038e34
Add script to make source tarball with `.git/HEAD`
This allows to generate the `VERSION_HASH` constant with the Git commit hash
even when building from a source tarball which is not a Git repository (and
without dependency on Git itself).
2021-07-29 11:52:43 +02:00
luz paz 3564c16cb8
Fix various typos with codespell
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25 11:21:51 +02:00
Hendrik Brucker 043ae91560 Restructure and reimplement vsync options
-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
2021-07-06 16:34:26 +02:00
bruvzg cb480376d8 Add LSApplicationCategoryType to the template and export dialog. 2021-06-14 14:28:34 +03:00
Hugo Locurcio d74413ebd0
Allow clang-format 12 in the pre-commit hook
clang-format 12's formatting is identical to clang-format 11's.
2021-06-07 16:59:52 +02:00
Rémi Verschelde c1c76850cb
Style: Cleanup uses of double spaces between words
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
2021-06-07 11:03:08 +02:00
Rémi Verschelde 875ed4d600
Merge pull request #47336 from Calinou/rename-shader-file-extension
Rename the `.shader` file extension to `.gdshader`
2021-06-04 11:26:14 +02:00
Rémi Verschelde f7bcada709
Merge pull request #49137 from RandomShaper/ios_targeted_family
Add iOS export option for device family
2021-05-31 10:34:49 +02:00
Pedro J. Estébanez 19ae8193ee Add iOS export option for device family 2021-05-27 11:46:22 +02:00
Pedro J. Estébanez 1534b4e65e Set schemes' build config to debug/release in iOS Xcode export 2021-05-25 10:26:54 +02:00
Rémi Verschelde 6999e332e4
Dist: Add macOS entitlements files for editor code signing
These are the entitlements we define for official macOS editor builds since
Godot 3.3.

Users making custom builds of the engine can use those files with `codesign` to
sign their own builds. E.g.:
```
codesign --force --timestamp \
  --options=runtime --entitlements editor.entitlements \
  -s <your key> -v osx_template.app
```
2021-05-20 16:10:12 +02:00
Rémi Verschelde 4219a4cb6f
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:38:56 +02:00
Hugo Locurcio 61aa09097f
Fix Ubuntu clang-format version detection in the pre-commit hook 2021-05-10 17:05:46 +02:00
Fabio Alessandrelli 3faf8d6e40 [HTML5] Remove "fixed-size.html".
No longer used in 3.3+.
2021-05-07 13:17:54 +02:00
Fabio Alessandrelli 88c060b00d [HTML5] Export as Progressive Web App.
Adds possibility to export as a progressive web app.
Allows customizing base icons, display mode, orientation and offline
page.
2021-04-27 14:44:31 +02:00
Fabio Alessandrelli 5d095ed21d [HTML5] Optional icon generation, use export name for it.
We used to only generate the favicon if it was specified in the user
project settings, now it's optional, will export it to `NAME.icon.png`,
(falling back to the default project icon if none is set in project
settings), and the `<link>` tag is added using the `$HEAD_INCLUDE`
instead of being hardcoded in the template.
2021-04-27 11:50:11 +02:00
Fabio Alessandrelli 0ee744ff5f
Merge pull request #47069 from Calinou/html5-editor-welcome-dialog
Add a welcome dialog to the HTML5 editor
2021-04-17 14:43:16 +02:00
Rafał Mikrut 599d96163c Test Godot with Vulkan in CI 2021-04-15 16:17:28 +02:00
bruvzg f4026ba404
[macOS] Update required Vulkan API version the ICD configs. 2021-04-14 08:35:44 +03:00
backwardspy 7b346258a9
set StartupWMClass in linux `.desktop` file
this allows linux app launchers and docks to correctly associate the godot project selector & editor windows with the icon used to launch godot.
it prevents this problem specifically: https://askubuntu.com/questions/1144214/why-does-my-custom-launcher-file-create-two-icons-on-the-launcher-bar
2021-03-31 14:45:13 +01:00
Hugo Locurcio b191a7547c
Rename the `.shader` file extension to `.gdshader`
This lets third-party software recognize Godot shaders more easily,
without relying on guesswork since the `.shader` extension is generic.
2021-03-24 21:33:44 +01:00
Hugo Locurcio 197d391f08
Add Open Graph metadata to the HTML5 editor
- Consistently use double quotes in the HTML markup.
- Define English language to assist screen readers and search engines.
- Add missing `alt` text for the logo image.
- Remove duplicate `id` for the preload project ZIP input.
2021-03-24 18:42:41 +01:00
Fabio Alessandrelli ecb792b1da [HTML5] Clarify editor PWA manifest.json
Update name and description to clarify it's the web version.
2021-03-24 11:35:19 +01:00
Hugo Locurcio 8b08146894
Add a welcome dialog to the HTML5 editor
This modal dialog displayed when the page is loaded. It can be
dismissed permanently by clicking the "OK, don't show again" button.
Clicking outside the modal will only dismiss it once.

This dialog is used to remind people that the HTML5 editor is still in
release candidate stage and isn't considered production-ready yet.
2021-03-17 21:50:18 +01:00
Fabio Alessandrelli 85c1a41021 [HTML5] Fix bogus Web Editor manifest.
The `start_url` in the PWA manifest.json must be relative for it to
work in subfolders (like in the official Web Editor page).
2021-03-17 16:49:31 +01:00
Rémi Verschelde f4d46f6290
clang-format: Fix version number in hook warning 2021-03-14 01:07:14 +01:00
Fabio Alessandrelli f1e810adcb [HTML5] Drag and drop zip in project manager.
With a very nice hack, a new hidden configuration option that delays
dropped files removal at exit.

This still leaks while the project manager is running, but will clear
memory as soon as it exits or load something.
(reminder, dropped files are reguarly removed after the signal is
emitted specifically to avoid leaks, but I prefer hacking the HTML5
config then the project manager).
2021-03-12 10:16:02 +01:00
Fabio Alessandrelli d8bd54fbf2 [HTML5] Add PWA support to the editor page.
This allows to install it as an app, and provide offline support (after
the first run).
Practically, this boils down to adding a JSON file as a manifest, an
offline page to be displayed when the cached files are not avaialble,
and a JS file to cache resources and return them.

The reason for the "first run requirements" is that some browsers, will
emit an "install" by just visiting the page (to see if the JS code is
compatibile), and we do not want to force casual visitors to just
download the 10 MiB+ compressed editor WebAssembly file without pressing
the start button.

Special thanks to Hugo Locurcio (Calinou) for the initial work.
2021-03-08 17:06:24 +01:00
Fabio Alessandrelli 4404eb57e4 [HTML5] Make editor HTML build tag scons4-proof.
We used to have it like `$GODOT_VERSION` which caused inconsistencies
between different scons versions when substituting it.
It's now `@GODOT_VERSION@`, which is safe on both scons3 and scons4.
2021-02-26 15:08:47 +01:00
Hugo Locurcio 3527756943
Improve the editor HTML template
- Darken the header tab background to match the default editor
  background color.
- Hide the distracting focus outlines for the editor and game canvas.
- Use a pure black background for the game canvas to better distinguish it
  from the editor and provide a more neutral background.
- Use a bold font weight for the Start Godot editor button on the
  loader page.
- Link to the web editor documentation on the loader page.
- Clarify what happens when clicking "OK" in the persistent data removal
  warning dialog.
- Tidy up the HTML template by removing obsolete attributes.
2021-02-24 22:50:49 +01:00
Rémi Verschelde 3357c4d28c
Merge pull request #45871 from Riteo/improve-mime-types
General improvements to the MIME source file
2021-02-24 13:04:55 +01:00
Marcel Admiraal 548edfc4fe Remove unused variables from full-size.html 2021-02-21 16:02:15 +00:00
Fabio Alessandrelli 65abf94675 [HTML5] Better fullscreen, canvas resizing.
Three canvas resize policies:
- `None`: Godot window settings are ignored.
- `Project`: Godot handles the canvas like a native app (resizing it
  when setting the window size).
- `Adaptive`: Canvas size will always adapt to browser window size.

Use `None` if you want to control the canvas size with custom JavaScript
code.
2021-02-19 05:12:32 +01:00
Fabio Alessandrelli 2972ea3229 [HTML5] Easier HTML templates, better deinit/cleanup. 2021-02-19 05:12:32 +01:00
Rémi Verschelde ab4f5c0668
Merge pull request #46117 from akien-mga/dynamic-load-libudev
Dynamically load libudev.so.1 on Linux
2021-02-17 13:40:15 +01:00
Rémi Verschelde a10c259c1d
Dynamically load libudev.so.1 on Linux if `udev=yes`
This makes it possibly to run Linux binaries compiled with udev support on
Linux systems which do not provide udev (typically systemd-less distros).

If udev is missing, we fall back to parsing `/dev/input` like when compiled
without udev support (`udev=no`).

Also adding some verbose debug statements to know which method we're using
when debugging Linux joypad issues.

The libudev so wrappers were generated on Mageia 8 with libudev 246.9 using
https://github.com/hpvb/dynload-wrapper:
```
./generate-wrapper.py --include /usr/include/libudev.h --sys-include '<libudev.h>' \
  --soname libudev.so.1 --init-name libudev --omit-prefix gnu_ \
  --output-header libudev-so_wrap.h --output-implementation libudev-so_wrap.c
```
2021-02-17 13:14:59 +01:00
Rémi Verschelde 1efb4ee6b3
Merge pull request #46050 from akien-mga/ci-simplify-file_format
CI: Remove file_format.sh changes hard to reproduce on Windows
2021-02-17 13:10:27 +01:00
Hein-Pieter van Braam-Stewart 09f82fa6ea Dynamically load libpulse.so.0 and libasound.so.1 on Linux
By generating stubs using https://github.com/hpvb/dynload-wrapper we
can dynamically load libpulse and libasound on systems where it is available.
Both are still a build-time requirement but no longer a run-time dependency.

For maintenance purposes the wrappers should not need to be re-generated
unless we want to bump pulse or asound to an incompatible version. It is
unlikely we will want to do this any time soon.

This closes #20978
2021-02-16 20:31:49 +01:00
Rémi Verschelde aed41cdfc9
CI: Remove file_format.sh changes hard to reproduce on Windows
Until we provide a cross-platform pre-commit hook that can perform those changes
on Windows, this only leads to a lot of frustration from Windows contributors.

The UTF-8, newline and EOF and BOM checks are still good to keep as those are
issues that we'd otherwise have to point out manually in the review.
The removed changes are mostly cosmetic and should be handled by clang-format
ideally, or by some self-developed cross-platform tooling.
2021-02-15 13:34:27 +01:00
Danil Alexeev c553ca54d5 Change logo in the About dialog box (return Godot's teeth) 2021-02-14 18:50:05 +03:00
Fabio Alessandrelli b148ea2a64 [HTML5] Editor: ensure canvas focus when switching tabs. 2021-02-11 13:10:18 +01:00
Fabio Alessandrelli 7866cd5881 [HTML5] Fix web editor "clear persistent data".
Was broken after update to new persistent path "/home/web_user".
2021-02-11 08:25:19 +01:00
Riteo Siuga 876e165a49 Improve the MIME source file
- Add MIME definitions for resources, scenes and scripts
- Remove the "weight" property, which defaults to 50, a much saner value than the previous 100, which was a bit excessive.
- Changes their icon names in order to follow the XDG icon naming conventions.
2021-02-09 00:06:42 +01:00
Fabio Alessandrelli 95d2102565 [HTML5] Make home path persistent in editor.
We used to only persist specific sub-folder of /home/web_user/ when
running the Web Editor. This resulted in bad UX about default project
creation path etc.
This PR makes the whole folder persistent, move the zip preloading to a
different folder (to avoid persisting it), and automatically prompt the
user to import it if present.
2021-02-03 18:59:54 +01:00
Rémi Verschelde 6525662f27
Merge pull request #45141 from Calinou/clang-format-hook-check-version
Check for clang-format version in the pre-commit hook
2021-01-26 15:26:46 +01:00
Rémi Verschelde 7086d72e13
Merge pull request #45277 from bruvzg/ios_arm64_sim
Add separate `simulator` flag for iOS build, change main library to `xcframework`.
2021-01-26 14:02:16 +01:00
Fabio Alessandrelli 4e09453407 [HTML5] Better editor HTML, small refactor.
Side and GDNative libraries are now added by engine.js , the dynlink pre
js had been deleted.
2021-01-25 20:15:57 +01:00
Rémi Verschelde 76c6007aa6
Cleanup: Remove executable bit from files which don't need it
Drop unused xpmfix.sh script.
2021-01-19 23:36:42 +01:00
bruvzg efd8f27790
[WIP] Add separate `simulator` flag for iOS build, change main library to `xcframework` format. 2021-01-18 10:36:14 +02:00
Hugo Locurcio 3333b58a7f
Check for clang-format version in the pre-commit hook
Different clang-format versions may result in different formatting.
Therefore, it's recommended to use the same version as used in CI.
2021-01-12 21:40:46 +01:00
Hugo Locurcio 663466b882
Make links on the HTML5 editor more readable
This also tweaks the focus style to apply to all elements for
better keyboard navigation.
2021-01-07 18:46:26 +01:00
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Hugo Locurcio d80224934e
Fix and decrease Godot logo size in the HTML5 editor loader
The logo can no longer overflow the viewport.
2020-12-26 17:51:42 +01:00
Lorenzo Cerqua 17b9cb2cdf Remove two very slightly displaced duplicate vertices on Gobot's face
They didn't show up at all in the rendered PNG, but were pretty annoying when working with Gobot face on Inkscape
2020-12-11 07:05:54 +01:00
Fabio Alessandrelli 6bc07cf777 [HTML5] Add logo and favicon to editor html. 2020-12-09 17:54:50 +01:00
Hugo Locurcio e31c6d484e [HTML5] Improve the editor HTML template. 2020-12-09 15:35:57 +01:00
Fabio Alessandrelli f579b1d1f8 [HTML5] Editor also persists cache. 2020-12-09 14:27:41 +01:00
Fabio Alessandrelli 611c4998e8 [HTML5] EditorRunNative works with GDNative.
This "breaks" our loading bar logic (libraries are not counted).
Fixing it is non trivial and probably deserves investigating a different
strategy.
2020-12-05 00:55:07 +01:00
Marcel Admiraal f42284ed07 Add missing javascript semi-colons. 2020-11-17 18:18:46 +00:00
Aaron Franke 02161aad5a
Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
Aaron Franke 66e3060ea1
Add line removal around braces to the file formatting script 2020-11-16 23:27:44 -05:00
Rémi Verschelde fa698151cf
Merge pull request #42863 from Calinou/add-windows-installer-files
Add files to create a Windows editor installer using Inno Setup
2020-11-16 13:03:24 +01:00
Sergey Minakov 1f94a59859 iOS Export: export modification to support plugins
Added plugin configuration.
Export options now use plugins that could be enabled/disabled.
Plugin changes are observed at runtime.
2020-11-10 16:40:01 +03:00
Sergey Minakov 30783d57cc iOS Modules: separate main platform code from modules
Moved previously builtin modules 'GameCenter', 'AppStore', 'iCloud' to separate modules to be represented as plugin.
Modified 'ARKit' and 'Camera' to not be builtin into engine and work as plugin.
Changed platform code so it's not affected by the move.
Modified Xcode project file to remove parameters that doesn't make any effect.
Added basic '.gdip' plugin config file.
2020-11-10 16:28:29 +03:00
Hugo Locurcio a1d9c67f43
Optimize SVG using `svgcleaner --multipass`
This decreases the editor binary size by about 8 KB.
2020-10-25 10:02:37 +01:00
Rémi Verschelde 5f19e1d571
CI: Refactor Android workflow, use pre-installed SDK and NDK
No need to waste time downloading all this when it's readily available :)
Also use the official action to setup Java 8.

Also build both architectures (armv7 and arm64v8) and generate the APK,
so we can upload it.

Remove now unused and outdated `misc/ci/android-tools-linux.sh`.
2020-10-22 17:21:59 +02:00
Hugo Locurcio 8baa303d15
Add files to create a Windows editor installer using Inno Setup
This partially addresses
https://github.com/godotengine/godot-proposals/issues/1432.

To fully address the proposal above, official Windows installers will
have to be compiled and distributed.
2020-10-19 14:53:59 +02:00
Fabio Alessandrelli 3dfb769115 Add JavaScript editor html file. 2020-10-14 11:20:50 +02:00
Sergey Minakov 3cd1cb53a0 iOS: Refactoring
Enabled ARC for iOS.
Weakify/Strongify macros for objc blocks.
Removed old version checks.
Specific types for ObjC++ modules to exclude unneeded bridging.
Separate DeviceMetrics class for device specific data.
Replaced old/deprecated functionality.
2020-10-02 15:04:51 +03:00
Fabio Alessandrelli 53f04aa1b9 Make canvas resize optional in HTML5. 2020-09-23 09:51:06 +02:00
Fabio Alessandrelli 806edcae5b Better HiDPI support in HTML5. 2020-09-23 09:51:06 +02:00
Marcel Admiraal 1739f10459 Remove unused variable in fixed-size.html. 2020-09-10 08:02:06 +01:00
Marcel Admiraal 64095245ee Explicitly add implicitly added semicolons. 2020-09-09 15:30:57 +01:00
Hazar 5e5100afca
fix GDScript UTI
changed from public.data to public.script
2020-08-19 21:27:22 +03:00
Gordon MacPherson 974a4cde9d update to use scons compile db tool 2020-08-12 15:11:45 +01:00
Hugo Locurcio 4dc6efc08e
Fix inconsistent indentation in the FreeDesktop MIME type XML 2020-08-10 23:04:13 +02:00
Aaron Franke 05a418f9e6
Fix incorrect comments in file formatting script 2020-07-28 03:16:36 -04:00
Rémi Verschelde bd9fc75768
Merge pull request #40706 from akien-mga/style-fix-file_format-macos
Fix code format scripts compat with non-GNU Unices
2020-07-27 13:27:56 +02:00
Rémi Verschelde c71e189efd Style: Fix code format scripts compat with non-GNU Unices
It's too hard to get compatibility between GNU and BSD sed,
so let's just use perl oneliners.

And improve it to also remove trailing tabs, not just spaces.
2020-07-27 13:11:44 +02:00
Sergey Minakov fe60815d66 iOS SCons: static Vulkan binary usage
Add VMA to iphone platform Use linkflag for iphone building to enforce static linking. Works fine with dynamic '.framework' library
Updated xcode project to use '.a' static library
2020-07-25 21:55:25 +02:00
Sergey Minakov 8e82ab4bf5 iOS Vulkan: copy icd to app 2020-07-25 21:55:23 +02:00
Sergey Minakov 8dc2b267f9 iOS Export: MoltenVK framework for Vulkan support 2020-07-25 21:55:18 +02:00
Rémi Verschelde 431930bd09 CI: Drop AppVeyor and desktop Travis builds
These have been replaced by GitHub Actions.
The remaining Travis builds will also be ported eventually.
2020-07-20 10:35:53 +02:00
RevoluPowered d560f654ff fix CI builds on linux by using ubuntu default apt repositories 2020-07-20 09:51:12 +02:00
Rémi Verschelde 3ed5ff244f
Merge pull request #40298 from Calinou/optimize-ios-splash
Optimize the default iOS splash images
2020-07-14 19:39:28 +02:00
Aaron Franke 16f7b464b6
Remove Travis CI style checks and unnecessary scripts 2020-07-13 14:14:11 -04:00
Aaron Franke 9986439352
Commit other files changed by file_format.sh 2020-07-13 14:14:11 -04:00
Aaron Franke d8b65461e3
Commit only the SVG files changed by file_format.sh
There were a lot of SVG files changed by file_format.sh
2020-07-13 14:08:55 -04:00
Aaron Franke 79a2e4c1ab
Add static formatting checks for GitHub Actions 2020-07-13 14:06:13 -04:00
Hugo Locurcio 2b3c9944b1
Optimize the default iOS splash images
Command used:

    parallel oxipng -o6 --strip --zopfli ::: **/*.png

This saves about 14 KB in total.
2020-07-11 22:31:17 +02:00
Sergey Minakov d4c541c25a iOS Export: add option to use storyboard for launch screen 2020-07-07 01:46:26 +03:00
Rémi Verschelde 64aa25b2e5
Merge pull request #40050 from naithar/feature/ios-gdnative-master-2
[4.0] Add support of iOS's dynamic libraries to GDNative
2020-07-03 07:48:13 +02:00
Sergey Minakov 864224a5c1 iOS Export: Updated Info.plist. Framework embedding. Fixes for search paths 2020-07-02 12:56:11 +03:00
bruvzg 00299f15b4
[macOS] Add support for the Apple Silicon (ARM64) build target. 2020-06-29 12:33:51 +03:00
Sergey Minakov 488879f52b Export: Fix iOS enabling push notifications capability 2020-06-23 12:48:44 +03:00
Sergey Minakov 6a01fbc9a7 Export: Remove system frameworks from xcode template 2020-06-23 12:48:44 +03:00
Hugo Locurcio fdb89a3f9a Rename "Identifier" to "Bundle Identifier" in macOS/iOS export presets
"Bundle Identifier" is more well-understood among macOS and iOS
developers and is less ambiguous.

This is a slight breaking change as export presets will need to be
updated to account for this change.

See https://github.com/godotengine/godot-docs/pull/3295.
2020-06-19 09:59:38 +02:00
Rémi Verschelde 22c718ab17 SCons: Improve registration of compilation_db tool, check version
There's a builtin `toolpath` option we can use for that, so no need to hack
around a custom `scons_site` path.

The script requires SCons 3.1.1 or later, so we enable it conditionally.

Follow-up to #32848.
2020-05-18 14:11:19 +02:00
Rémi Verschelde 2231673d42
Merge pull request #37099 from Faless/js/debugger_4.0
WebSocket profiler for HTML5 platform [4.0]
2020-05-12 18:02:38 +02:00
Fabio Alessandrelli 3097c2da96 Add WebSocket debugger, use it for Javascript. 2020-05-12 15:09:13 +02:00
RevoluPowered 5a6f275b74 Added compilation database support for clang and gcc
This tool is originally from mongodb.

- Updated CPPSUFFIXES to use scons suffixes
- objective-c files will also be loaded into the compilation database where the compiler / tooling is available to compile the files.

Known limitations:

- This will not work with msvc as your compiler.
2020-05-12 13:07:50 +02:00
Fabio Alessandrelli 7411e7fd37 DisplayServerJavaScript implementation. 2020-05-10 18:22:48 +02:00
Hugo Locurcio b896ca8722
Request the dedicated GPU when starting Godot from the `.desktop` file
See <https://www.hadess.net/2020/05/dual-gpu-support-launch-on-discrete-gpu.html>
for more information on this newly added `.desktop` entry property.
2020-05-06 21:09:40 +02:00
Max Hilbrunner 23b7670d32
Merge pull request #35382 from Calinou/html5-export-title-tag
Set the `title` tag in the HTML5 export immediately
2020-04-26 18:23:35 +02:00
bruvzg 05f041127d
Git Hooks: Suppress "which" error messages. 2020-04-24 20:11:53 +03:00
Hugo Locurcio eecce139ea Set the `title` tag in the HTML5 export immediately
This makes the project title display without having to wait for
the project to finish loading.
2020-04-22 11:31:14 +02:00
bruvzg fdad0e3bd1
Git Hooks: Add support for GUI git clients.
[ci skip]
2020-04-21 16:24:33 +03:00
Rémi Verschelde ca896ddbf0 Android: Bump build tools to 29.0.3 2020-04-14 13:47:13 +02:00
Rémi Verschelde 526deb724a Travis: Re-enable Android builds 2020-04-09 22:50:18 +02:00
Rémi Verschelde 8dd58a6157
Merge pull request #37153 from neikeq/mono_ios-4.0
[master] Mono/C#: Add iOS support
2020-03-31 14:17:27 +02:00
Rémi Verschelde 0926c192e8 Style: Add black format to fix_style.sh
Also ignore new Android build artifact.
2020-03-31 09:55:13 +02:00
Ignacio Etcheverry 21d1ea60a7 Fix exporting corrupted Xcode pbxproj if project name has spaces 2020-03-31 09:37:17 +02:00
Rémi Verschelde dfed5efea3
Merge pull request #37445 from nekomatata/hook-makerst-fix
Fixed errors in makerst pre-commit hook
2020-03-31 00:17:51 +02:00
PouleyKetchoupp 619354fb2c Fixed errors in makerst pre-commit hook 2020-03-31 00:02:11 +02:00
PouleyKetchoupp 7b6e664178 Pre-commit hook instructions on Windows 2020-03-30 22:59:06 +02:00
Rémi Verschelde 3644036fd3 Travis: Add static check for Python black formatting
Also install and use pygmentize to visualize clang-format and black
diffs.
2020-03-30 09:31:53 +02:00
Rémi Verschelde 4d52761da6 Hooks: Use pygmentize if available to visualize diff 2020-03-30 09:05:59 +02:00
Rémi Verschelde 164826a39b Hooks: Add pre-commit hook for psf/black formatting 2020-03-30 09:05:59 +02:00
Rémi Verschelde cd4e46ee65 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.
2020-03-30 09:05:53 +02:00
Aaron Franke 7dbe8b65ae
Make file formatting comply with POSIX and Unix standards
UTF-8, LF, no BOM, and newlines at the end of files
2020-03-21 17:41:03 -04:00
Rémi Verschelde a4801674c5 SCons: Bump required C++ standard to C++17
As per #36436, we now need C++17's guaranteed copy elision feature to
solve ambiguities in Variant.

Core developers discussed the idea to move from C++14 to C++17 as our
minimum required C++ standard, and all agreed. Note that this doesn't
mean that Godot is going to be written in "modern C++", but we'll use
modern features where they make sense to simplify our "C with classes"
codebase. Apart from new code written recently, most of the codebase
still has to be ported to use newer features where relevant.

Proper support for C++17 means that we need recent compiler versions:

 - GCC 7+
 - Clang 6+
 - VS 2017 15.7+

Additionally, C++17's `std::shared_mutex` (conditionally used by
`vk_mem_alloc.h` when C++17 support is enabled) is only available in
macOS 10.12+, so we increase our minimum supported version.
2020-02-22 20:00:21 +01:00
Rémi Verschelde e479231b21 Travis: Fix clang-format on non-master branches
`git diff-tree` used to fail on the `3.2` branch (and other non-master
branches) as Travis doesn't actually check that branch from the remote:
```
fatal: ambiguous argument '3.2': unknown revision or path not in the
working tree.
```

The exit code would still be 0 so we'd miss badly formatted commits
targeting stable branches.

We do it manually to ensure that it's going to work as we want it.
2020-02-19 11:37:26 +01:00
Hugo Locurcio 4d8dce1606
Add a fish shell completion file for the Godot editor 2020-02-16 17:44:03 +01:00
Rémi Verschelde 386968ea97 Remove obsolete GLES3 backend
Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.

The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.

Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.

So long, OpenGL driver bugs!
2020-02-13 10:36:44 +01:00
bruvzg eb48be51db Add static Vulkan loader.
Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
2020-02-11 11:57:11 +01:00
Fabio Alessandrelli 343b29a651 Merge pull request #35381 from Calinou/html5-export-favicon
Export and reference the icon as favicon when exporting to HTML5
2020-02-08 04:45:53 +01:00
Rémi Verschelde 9576ba8cdc Drop obsolete Dockerfile, we now have official build containers
Cf. https://github.com/godotengine/build-containers

A user-friendly tool using those containers will soon be released and
documented.
2020-02-05 16:53:20 +01:00
Hugo Locurcio 4492cf856b
Export and reference the icon as favicon when exporting to HTML5
This makes the project icon display immediately as a favicon when
opening the page, without having to wait for the project to finish
loading.
2020-02-01 10:33:23 +01:00
Rémi Verschelde 9823dab954 Bump version to 4.0-dev
No peace for the weary. :)
2020-01-29 13:37:17 +01:00
Hugo Locurcio f5951e757d
Add a Bash completion script for the Godot editor 2020-01-27 00:53:03 +01:00
Rémi Verschelde 9ed14815d8 Linux: Sync man page with current --help output 2020-01-26 19:02:09 +01:00
Hugo Locurcio 8e3e41642b
Add a zsh completion file for the Godot editor
This provides rich autocompletion when using Godot's command line
interface.
2020-01-10 14:54:04 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Hugo Locurcio b6d6863055
Remove unused scripts from the `misc/scripts` directory
This also makes `make_icons.sh` executable directly.
2019-12-17 23:22:47 +01:00
Catchawink 5152afa70c Added microphone and camera usage descriptions to macOS builds. 2019-12-13 19:15:50 -05:00
Hugo Locurcio 17add2dc86
Add a pre-commit hook to check the class reference syntax
This also makes documentation helper scripts executable.
2019-12-06 23:40:19 +01:00
bruvzg ccf8778e86
[iOS] Add export options to control external access to user data. 2019-12-03 12:06:54 +02:00
bruvzg 2ef8c5fac5
iOS modular build and export implementation. 2019-12-01 21:57:18 +02:00
Rémi Verschelde ab4b57de1f Travis: Force installing OpenJDK8 for Android SDK compatibility
Travis CI upgraded their Xenial VMs to default to openjdk11, which
is not working properly for sdkmanager, so we can no longer accept
licenses for the SDK.

They don't really seem to care about providing a good alternative
for us from the few threads I read, so let's just force openjdk8
back.
2019-10-26 14:28:07 +02:00
Rémi Verschelde 156b96af8a Travis: Update Android NDK to r20
Drop unused and outdated OSX setup.
2019-10-24 10:15:24 +02:00
Hugo Locurcio c8a8be6dd1
Optimize images losslessly using `oxipng -o6 --strip all --zopfli` 2019-10-12 23:23:33 +02:00
Hugo Locurcio 10a8b1d380
Remove obsolete `sort_demos.sh` script
The Project Manager now sorts projects by name by default,
making this script redundant.
2019-10-02 09:46:27 +02:00
Relintai 6f1d6cfc78 Fixed running the export templates with newer emscripten versions. 2019-10-01 15:41:19 +02:00
Rémi Verschelde 823c3def72 Fix copyright headers and style issues 2019-09-24 11:52:06 +02:00
Rémi Verschelde f9db6ad8c5
Merge pull request #31919 from m4gr3d/use_aar_for_custom_build
Leverage Android archive (AAR) file for Godot custom build
2019-09-19 20:22:09 +02:00
Fabio Alessandrelli e7760deb74 Fix HTML5 export after #30864 2019-09-14 16:47:55 +02:00
fhuya f2d203a8a4 Remove the jetbrains setup directory as it's now obsolete. 2019-09-04 16:21:55 -07:00
fhuya 7fabfd402f Split the Android platform java logic into an Android library module (`lib`) and an application module (`app`).
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').
2019-09-04 16:20:22 -07:00
Enzo Ferrari 5323d24fad Fixed javascript code to remove animateStatusIndeterminate callback when the game is loaded.
(cherry picked from commit a5a413c7e9)
2019-09-03 13:39:57 +02:00
Rémi Verschelde bd9f6c23cb Style: Don't apply clang-format to platform/android/java/src/com 2019-08-27 14:33:41 +02:00
fhuya 4282e129df Bump gradle version to 5.1.1 2019-08-21 13:49:15 -07:00
fhuya f35b1f3b91 Shut down Godot processes on app exit. 2019-08-20 22:35:46 -07:00