Commit graph

98 commits

Author SHA1 Message Date
Rémi Verschelde 9b8f66a825 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.

(cherry picked from commit e479231b21)
2020-03-06 11:50:09 +01:00
Relintai 0587df4aa5 Fixed running the export templates with newer emscripten versions.
(cherry picked from commit 6f1d6cfc78)
2019-12-03 15:02:03 +01:00
Leonardo Giovanni Scur 19f132b368 Fix pointer position in hidpi-corrected resolutions on web
(cherry picked from commit 31cc1bdb58)
2019-11-12 13:09:35 +01:00
Fabio Alessandrelli 138aeeabb9 Fix HTML5 export after #30864
(cherry picked from commit e7760deb74)
2019-09-24 09:00:56 +02:00
Vasiliy Makarov 3cb47c9b66 Make Xcode recursive search frameworks in project dir
(cherry picked from commit 641922782e)
2019-09-24 09:00:45 +02:00
Enzo Ferrari a5a413c7e9 Fixed javascript code to remove animateStatusIndeterminate callback when the game is loaded. 2019-08-23 21:33:18 +02:00
Hein-Pieter van Braam-Stewart e802da4e81 Bump to 3.1.2-devel
And onwards my friends!
2019-04-27 21:36:40 +02:00
Hein-Pieter van Braam-Stewart 66baa3b633 Also bump Info.plist for MacOS 2019-04-26 16:43:03 +02:00
Rémi Verschelde c4ff65207d dist: Rename Linux mime type to follow system convention
Mime type definitions are usually named like the mime type they define,
i.e. x-godot-project in our case.
It was introduced with reverse DNS naming as that's what FlatHub favors,
so it will need to be renamed there.

(cherry picked from commit 7eabf4c8a3)
2019-04-03 17:02:46 +02:00
Allan Davis 38e5f94e19 Enable Mojave "dark mode" on the editor title bar
Enables "dark mode" in the editor and project selector title bars in macOS Mojave when selected in macOS System Preferences

(cherry picked from commit bba5716899)
2019-04-03 16:55:42 +02:00
Sam Green 36d627a9cf Remove microphone from export options and distribution plist 2019-03-04 18:01:02 -08:00
Bastiaan Olij 0f03ad379c New export options iOS 2019-02-16 12:11:53 +11:00
Rémi Verschelde 0f5a4fa7d5 Fix version in osx_tools.app 2019-02-10 17:01:25 +01:00
Rémi Verschelde c363857426 Be explicit about usage of GDScript tests
Also drop empty "image" test, and print proper error when passing wrong
test name.

Fixes #25638.
2019-02-10 15:11:32 +01:00
Rémi Verschelde 8a5a24c6dd Travis: Fix accepting Android SDK licenses
It has been failing since a few days, apparently `sdkmanager --licenses`
is no longer sufficient to accept all licenses, the `platform-tools` install
triggers another license dialog. Now saying yes to all just in case.
2019-01-21 09:40:30 +01:00
Rémi Verschelde ffc0792798 Travis: Use pip to install SCons on OSX
Not sure why we switched from homebrew to scons-local anymore,
but pip should work just fine and is recommended by upstream.

Downloads of scons-local from SourceForge were quite iffy, so
this should help avoid CI errors due to not having downloaded
SCons successfully.

Setting Python's user binary PATH seems necessary on Travis/OSX
as per travis-ci/travis-ci#5030 (confirmed that 'scons' is not
in PATH without it).
2019-01-09 13:39:46 +01:00
PrestonKnopp 8adc611bf5 escaped '&' in macos osx_tools.app Info.plist 2019-01-02 18:11:21 -08:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde d1f3b622f0 Fix missing/malformed license headers 2019-01-01 12:46:36 +01:00
bruvzg c2aac1a1db
File icons: separate icons for gdscript, resource, scene and projects. 2018-12-06 15:16:36 +02:00
Rémi Verschelde bc2e1eedc5 Tests: Drop old test_io referencing data which isn't included
This should eventually be rewritten to properly test IO features,
but this would be part of a bigger work on adding a proper testing
framework for Godot features.

Fixes #2454.
2018-12-05 00:47:05 +01:00
qarmin ee39441cb3 Change old Godot logo/splash screen in UWP assets 2018-11-27 20:09:56 +01:00
bruvzg ccafdb5d05
[macOS] Fix file associations (for *.scn, *.tscn and project.godot). 2018-11-10 22:49:07 +02:00
Rémi Verschelde 5f8af252e8 doc: Use HTTPS for docs.godotengine.org and point to latest branch
Fixes #23509.
2018-11-05 08:46:27 +01:00
Rémi Verschelde 470602699d
Merge pull request #22626 from akien-mga/travis-android-ndk
Travis: Update Android NDK to r18
2018-10-02 18:42:28 +02:00
Rémi Verschelde 3c62aa778d Style: Fix clang-format pre-commit hook for java and glsl 2018-10-02 16:10:50 +02:00
Rémi Verschelde 7be2152d2a Travis: Update Android NDK to r18 2018-10-02 15:17:17 +02:00
Rémi Verschelde 4226d56ca9 Style: Enable clang-format on GLSL shaders
As of clang-format 6.0.1, putting the `/* clang-format off */` hint
around our "invalid" `[vertex]` and `[shader]` statements isn't enough
to prevent a bogus indent of the next comments and first valid statement,
so we need to enclose that first valid statement in the unformatted chunk.
2018-08-27 07:34:14 +02:00
Rémi Verschelde cef310e0ea
Merge pull request #21336 from eska014/html5-new-presentation
Add responsive HTML5 export page with full-size canvas as new default
2018-08-24 00:10:46 +02:00
Leon Krause 86d9e67d7a Add responsive HTML5 export page with full-size canvas as new default 2018-08-23 21:28:09 +02:00
Hugo Locurcio 01914ee00b
Tweak AppStream metadata and add MIME type integration
This allows Godot to be registered as an application to open
Godot project files.
2018-07-28 00:40:05 +02:00
Rémi Verschelde 2d4a4a245d Main: Fix --check-only option implemented as paired
Fixes #20503.

Also added the option to the Linux manpage.
2018-07-27 08:39:48 +02:00
Hugo Locurcio 7360f6aeff
Rename AppStream metadata and desktop files to follow the specification
This also adds a few more fields to the AppStream file to improve
desktop integration.
2018-07-24 15:18:50 +02:00
Rémi Verschelde 36efa7d445 Travis: Update clang-format version in shell script 2018-07-18 17:49:01 +02:00
Yasha Borevich f78e5e5725 Respect window/handheld/orientation setting in iOS 2018-07-01 22:08:37 +03:00
Hugo Locurcio 53e94a1ce1
Optimize images losslessly using oxipng -o6 --strip all --zopfli 2018-06-28 19:17:41 +02:00
Hugo Locurcio 8c08c4fe84
Remove the old AppImage structure
These files did not serve a real purpose since `icon.png` can be used
as the AppImage icon, and a .desktop file can be found at
`misc/dist/linux/godot.desktop` with the same contents.
2018-06-24 00:15:55 +02:00
Rémi Verschelde e2acc602f3 Dist: update script to make Steam icon sets 2018-06-03 19:28:07 +02:00
Rémi Verschelde eaa6613f06
Merge pull request #18770 from eska014/cmdline
Command line fixes
2018-05-11 14:20:50 +02:00
Leon Krause c4c7270cc7 Fix help/man for --export and --export-debug 2018-05-10 22:08:21 +02:00
Rémi Verschelde a415efa4b7
Merge pull request #18765 from eska014/enginejs-extalt
Facilitate using non-default filename extensions in HTML5 platform
2018-05-10 21:57:07 +02:00
Leon Krause 96f907c023 Accept non-default main packs in engine.js startGame()
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.
2018-05-10 15:08:19 +02:00
Leon Krause 9080e96bc8 Fix keyboard focus lock-out with HTML5 canvas in iframe 2018-05-10 02:42:47 +02:00
Rémi Verschelde ab75fae564 Travis: Upgrade scons-local to 3.0.1 on OSX
Also change URL, prdownload alias seems broken right now on SF.
2018-04-12 14:07:48 +02:00
Ruslan Mustakov 1d9a3a9b1c iPhone X support and iOS-related fixes
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.
2018-04-11 14:53:24 +07:00
Michael Alexsander Silva Dias ea97e2d0eb Added the "GLES2" option for the video-driver in the terminal help. 2018-03-25 23:23:53 -03:00
Rémi Verschelde 87290ba4cd
Merge pull request #17666 from akien-mga/editor-fps-verbose
Add --print-fps option to output FPS to stdout
2018-03-21 17:40:37 +01:00
Poommetee Ketson ff070de986 s/2017/2018/g for gles2, websocket, linux appdata 2018-03-21 16:07:51 +07:00
Rémi Verschelde 10fa69285c Add --print-fps option to output FPS to stdout
Works both for the editor and games.

Projects can still use "debug/settings/stdout/print_fps" to enable it
permanently. The --print-fps option takes precedence (so works even if
the project setting is disabled). That setting is also no longer redefined
on the fly based on the verbose flag, that was a mess.
2018-03-21 09:08:51 +01:00
Leon Krause 61026e62bf Check only for WebGL 1.0, move test to HTML file
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.
2018-03-15 04:04:24 +01:00