Commit graph

122 commits

Author SHA1 Message Date
bruvzg 457dc5056d
Ignore process serial number (-psn_...) command line argument passed by macOS Gatekeeper. 2020-08-14 09:14:59 +03:00
Rémi Verschelde b97401f304 Update copyright statements to 2020
And apply clang-format 10 to the codebase.
2020-08-13 22:58:13 +02:00
Rémi Verschelde 7562ce053a Update copyright statements to 2019 2019-06-04 11:41:49 +02:00
Pedro J. Estébanez 554ffdcde7 Add new window setting: always on top
Implemented for Windows and Linux.
2018-01-05 21:28:56 +01:00
Rémi Verschelde 3102dc17ee
Merge pull request #13437 from xsellier/bugfix/mouse-cursor-lag
Implement hardware cursor acceleration for Godot Engine 2.1
2018-01-03 08:36:44 +01:00
Rémi Verschelde 2712014744 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-02 11:27:24 +01:00
Xavier Sellier 377fdc1e33 Hardware cursor implementation for Godot Engine 2.1
- Remove all references to the variable 'custom_mouse_cursor_hotspot' and 'custom_mouse_cursor' from the project settings.
- Indeed, to implement a custom cursor we need to define a sprite for each 'state' of the cursor. Using those variables in the projects settings would define only the _main_ cursor.
- Cleanup the VirtualServer (Remove references to cursor_set_visible, cursor_set_texture and cursor_set_pos)
- Cleanup the Input (set_mouse_in_window should not be used anymore)
- Update the documentation
- Implement it for windows, X11, Javascript, BB 10, OSx, iOS, server, android
- NOT IMPLEMENTED FOR WINRT (As of today, I'm not able to implement this one, this post might help)
- NOT IMPLEMENTED FOR HAIKU (Support of this platform seems perfunctory)
- Build it for Windows, Android and OSX
2017-12-15 11:37:36 -05:00
Rémi Verschelde 6a4e7198c5 Style: apply clang-format (5.0.0) to current source 2017-12-11 15:31:49 +01:00
Rémi Verschelde e3a1bf247d Document -export_debug option in the help output
Fixes #5903.
2017-10-19 23:49:49 +02:00
Rémi Verschelde 514c8ab66c main: Cosmetic changes to help output
It still uses the old-style switches with only one dash for long arguments,
contrarily to the better help output of the master branch, but it is not worth
doing such big changes in the stable branch at this time.
2017-09-24 12:39:02 +02:00
Marcelo Fernandez 60cf34b968 Added a crash handler to dump the backtrace on Windows, Linux and OS X 2017-09-19 19:56:24 -03:00
Rémi Verschelde 891f6c9b63 Merge pull request #10530 from RandomShaper/remove-old-android-setting-2.1
Sanitize Android debug (2.1)
2017-08-29 00:10:31 +02:00
Rémi Verschelde 9d598833d2 Use HTTPS URL for Godot's website in the headers 2017-08-27 14:11:45 +02:00
Juan Linietsky e8fb68e038 simplify the way window is allowed to steal focus, no longer relying on project.godot. Closes #9459
(cherry picked from commit 533014b88c)
2017-08-27 12:53:45 +02:00
Pedro J. Estébanez e42d62ae73 Fix Android remote debug not hitting breakpoints
A change in `Main`'s API is needed. Please read the comment in the diff for an explanation.
2017-08-22 17:25:28 +02:00
Yakov Borevich 3401ca6803 [2.1] Add expand stretch/ascpect - no more black bars 2017-08-09 12:30:06 +03:00
Fabio Alessandrelli c3055b24d1 Remove "debug/remote_port" project setting (moved to editor)
Also updated default port from 6007 (X11) to 6096 (unspec)
2017-07-22 14:36:43 +02:00
Rémi Verschelde fec8e2549c Fix a few property warnings on Globals access
Hand-picked from 515f92d03b.
2017-05-26 18:46:59 +02:00
Fabio Alessandrelli 7a4dc3be41 Allow selecting editor debug host and port.
Possibly fixes various editor<->debugger connection related problems.

(cherry picked from commit 98eb58a93c)
2017-05-12 20:01:53 +02:00
volzhs 8274029e03 Fix error for loading icon image at start up 2017-04-18 04:30:53 +09:00
Rémi Verschelde e9b045d9e5 Add "Godot Engine contributors" copyright line 2017-04-08 00:45:24 +02:00
Pedro J. Estébanez 1b15c53479 Optimize-out some debug and/or non-tools methods
Collisions and nav debug are conditionally compiled depending on DEBUG_ENABLED
is_editor_hint() and is_node_being_edited() are compiled only with TOOLS_ENABLED
Every affected method is implemented in the header in case its macro is not present (the getters just returning false and the setters having an empty body) so the compiler can inline and finally no-op-out them as likely as possible.
is_node_being_edited() already showed a similar optimization effort and has been adapted to this change.
Furthermore, and as a consequence, -debugcol and -debugnav will not work on non-debug (strict release) builds.
This can bring a little bit of runtime performance on release and non-tooled builds (less code, so less cycles to spend and maybe more cache friendly).
2017-04-07 16:34:15 +02:00
Rémi Verschelde f8db8a3faa Bring that Whole New World to the Old Continent too
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6.
2017-03-19 00:36:26 +01:00
Rémi Verschelde 1b0e2b0c39 Refactoring: rename tools/editor/ to editor/
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.

(Manual redo of 49c065d29c)
2017-03-18 23:45:45 +01:00
Rémi Verschelde 6e5246e312 Reorder the folders in tools to prepare moving tools/editor
- `certs` and `editor_fonts` go to `thirdparty`
- `dist` and `scripts` go to a new `misc` folder
- `collada` and `doc` go to `tools/editor`

The next step will be to rename `tools/editor` to `editor` directly,
but this will be done at the right time to avoid breaking too many PRs.

(cherry picked from commit b87a232668)
2017-03-18 23:29:43 +01:00
Rémi Verschelde 16b78da941 Style: Various fixes to play nice with clang-format
(cherry picked from commit 2a0ddc1e89)
2017-03-18 23:13:47 +01:00
Rémi Verschelde dbf0137576 Style: Fix statements ending with ';;'
(cherry picked from commit f44ee891be)
2017-03-18 21:14:33 +01:00
Rémi Verschelde ff490e42da Move core engine tests to main
(cherry picked from commits 790f629e5e
and 8b7a86ec7b)
2017-01-12 19:15:30 +01:00
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00
Tim Roes d7ec768805 Fix typos and missing newlines in --help
(cherry picked from commit c34aa331ec)
2016-11-15 08:28:58 +01:00
Pedro J. Estébanez 12d4d65668 Improve debug focus behavior
Fix focusing debugged game on Windows
Add re-focusing editor on continue

(cherry picked from commit 66dac878ac)
2016-10-09 17:29:59 +02:00
J08nY f315d352ec PCKPacker: moved from tools into core, fixes #4129
(cherry picked from commit b1fba2e013)
2016-10-09 17:28:11 +02:00
George Marques 1a1b62748a
Fix crash on asset lib install
This is not the perfect solution, but fixes the crash and avoid a
dependency on EditorNode.
2016-07-10 17:19:29 -03:00
Juan Linietsky 920310e72a removed target_fps option, moved it to debug (it makes no sense for games). Added a frame_delay option for games that don't want to use the CPU fully. 2016-07-09 12:34:30 -03:00
Rémi Verschelde b6ac91c0e6 Removed unused variables (first pass)
Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
2016-07-07 23:15:03 +02:00
Juan Linietsky 5e7f1fc79b update EditorDirDialog on external change, closes #4629 2016-06-18 16:03:35 -03:00
Juan Linietsky 2420e46b44 vsync support
-works on windows
-may not work on X11, if so please fix
-OSX does not seem to support disabling vsync
2016-06-05 19:14:33 -03:00
Juan Linietsky 64fd75d91a Make Input Actions config not affect the editor 2016-06-05 01:19:42 -03:00
Juan Linietsky 9b1f8230ec -Some fixes to OSX retina scaling for window functions
-Implemented HiDPI detection and support for Godot Editor!
2016-05-30 00:28:29 -03:00
Calinou cc5a020afe Change low processor usage mode to cap to 60 FPS rather than 40 FPS
This results in smoother operation in the editor, without needing to
resort to the "Update Always" method which uses more resources than
needed.
2016-05-22 23:51:38 +02:00
Juan Linietsky a75f896338 First version of Profiler
It is now possible to profile GDScript as well as some parts of Godot
internals.
2016-05-21 21:18:16 -03:00
eska 0ee8b74101 Always set default clear color 2016-04-15 19:20:50 +02:00
Saracen 6eb4812317 Borderless window support for the Win32 build. Default window position is now also centred. 2016-03-12 16:38:12 +00:00
Juan Linietsky 8b1dcbfe4d -Made editor support SSL certs by default (embedded them)
-Made asset sharing support https
-Many fixes to HTTPRequest
-Added an asset installer dialog
-Visual cleanups to asset sharing tab
-Fixed some issues in ScrollContainer, hope it does not break things
-Asset sharing tab is not visible (hidden on purpose) for now.
2016-03-12 10:46:38 -03:00
Hubert Jarosz 4a4f247914
remove trailing whitespace 2016-03-09 00:00:52 +01:00
Ariel Manzur ea751724a2 adds -pm and -project_manager command line options to start project manager
fixes bug where the user has an engine.cfg on the executable directory so it runs the game instead of opening the project manager
2016-02-25 03:02:09 -03:00
Rémi Verschelde c0aade4ba4 Merge pull request #3493 from Hinsbart/wm_class
x11: use different strings for WM_CLASS depending on context
2016-02-03 11:30:22 +01:00
Juan Linietsky 0364d6b076 do not fail on invalid audio driver, fixes #3466 2016-01-31 18:47:13 -03:00
hondres 11e4c128ac x11: use different strings for WM_CLASS depending on context 2016-01-27 21:53:37 +01:00
volzhs fb2bf78591 Add ability to set "keep screen on" for android 2016-01-16 20:57:34 +09:00