Commit graph

3281 commits

Author SHA1 Message Date
Hein-Pieter van Braam-Stewart 8d36b17343 Don't clobber original library symbols
It appears that we can get a fun circle dependency on a shared object on
some system configurations causing issues with our 'fake' function
pointer names. This can lead to a crash.

The new wrapper generator renames all the symbols so this can't happen
anymore. See https://github.com/hpvb/dynload-wrapper/commit/704135e

This closes #46140
2021-02-18 00:21:10 +01:00
Fredia Huya-Kouadio 9714abf8cb Add verbose logging to help with troubleshooting the Android build/export process. 2021-02-17 13:18:41 -08:00
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
Fabio Alessandrelli 26ec6ca576 [HTML5] Implement get_processor_count. 2021-02-17 13:03:52 +01:00
Fabio Alessandrelli 1446cfd13d [HTML5] Fix compilation issues in 4.0
More memory is needed, and a Workaround to avoid undefined symbol due to
dead code elimination.
2021-02-17 13:03:52 +01:00
Fabio Alessandrelli a3c52b62db
Merge pull request #46087 from Quadtree/add_cwrap_to_runtime_methods
Add cwrap to EXTRA_EXPORTED_RUNTIME_METHODS
2021-02-17 12:30:40 +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
Quadtree d2c34e83b5 Add cwrap to EXTRA_EXPORTED_RUNTIME_METHODS 2021-02-16 01:04:44 -08:00
Fredia Huya-Kouadio fe9f0758db Expose GodotPlugin's utility methods used for registration and signal emitting.
This enables creation and use of a plugin like class by composition rather than inheritance.
2021-02-15 15:55:59 -08:00
bruvzg d756f6a294
[macOS] Ignore mouse move event caused by mouse mode switch. 2021-02-15 00:20:50 +02:00
Fabio Alessandrelli 6cff589b5b [HTML5] Detect screen scale and DPI.
`OS.get_screen_scale` will now return the `window.devicePixelRatio`
value, `OS.get_screen_dpi` uses CSS media queries to find approximate
DPI value for the current display.
`OS.get_screen_size` also return the actual screen size (not the CSS
pixel size).
2021-02-12 12:01:44 +01:00
Rémi Verschelde ab4c3ddf32
Merge pull request #45888 from Faless/js/4.x_xhr_fix
[HTML5] Fix HTTPClient request_raw.
2021-02-11 11:08:08 +01:00
Fabio Alessandrelli 75c4e2c5fa [HTML5] Fix HTTPClient request_raw.
Now send data according to the spec, properly handle null data.
Simplify JS code since we are at it.
2021-02-11 10:03:36 +01:00
Fabio Alessandrelli 3366122e1a [HTML5] Handle contextmenu, webglcontextlost internally.
This way they are automatically cleaned up when the engine exits,
landing a hand to browsers garbage collectors.
2021-02-11 07:56:10 +01:00
reduz 8b19ffd810 Make Servers truly Thread Safe
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-10 13:21:46 -03:00
Rémi Verschelde f3d15771bf
Merge pull request #45771 from CherokeeLanguage/master
Fix joystick axis mapping issues with NVIDIA shield. Probably others.
2021-02-10 17:03:42 +01:00
Michael Conrad cc2547a9e9 Fix joystick axis mapping issues with NVIDIA shield. Probably others.
Issues addressed:

a) Axis mappings were including virtual mouse axes on NVIDIA Shield TV.

The virtual mouse axes have the same axis numbers as the normal analog stick numbers. This was completely breaking joypad support on NVIDIA Shield TV.

b) Joypads were being tracked in a List with the index in the list being treated as the Godot device id.

If a device were to be removed, any device later in the list would be shifted, potentially causing future events with the shifted joypads to have incorrect IDs according to the Godot engine.

c) Unnecessary events were being sent to the Godot engine.

A check was added (per Joystick) that will prevent sending events for all axes when only a single axis value changed.
A similar check was added for "HATs".

See #45712
2021-02-09 08:37:22 -05:00
Bastiaan Olij 4946ae16fc Use /Zi and /FS for including debugger symbols on Windows with MSVC 2021-02-09 00:20:42 +11:00
Rémi Verschelde 849c090343
SCons: Fix debug_symbols tests after switch to BoolVariable
Bug introduced in #45679.

Fixes part of #45816.
2021-02-08 08:53:16 +01:00
kobewi b6e2ad0e7e Cancel event dispatch on error 2021-02-07 21:50:12 +01:00
Rémi Verschelde 54857d7e81
Merge pull request #44949 from m4gr3d/specify_project_ndk_version
Improve the logic to compile for Android
2021-02-05 13:27:37 +01:00
Rémi Verschelde 5e0f3f1fe1
Merge pull request #45705 from Faless/js/4.x_editor_preload
[HTML5] Better editor persistent folders, automatically open zip import popup
2021-02-04 14:53:31 +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 43ab0edbd2
Merge pull request #45686 from naithar/feature/extend-plugin-params-4.0
[4.0] [iOS] Additional 'linker_flags' plugin parameter
2021-02-03 18:37:42 +01:00
Sergey Minakov c575fb81cc iOS: Use storyboard as loading screen
If 'Launch Screen' storyboard is present it will be used as loading screen.
2021-02-03 19:53:52 +03:00
Sergey Minakov 9f5265766d [iOS] Additional 'linker_flags' plugin parameter 2021-02-03 18:27:26 +03:00
Sergey Minakov 4fda1ae6b8 [iOS] Remove remote notifications code
Using any remote notification method (even indirectly) causes App Store to trigger APNS warning email.
2021-02-03 15:00:43 +03:00
Rémi Verschelde db26871210 SCons: Add production=yes option to use production defaults
This is meant for users making custom builds to match the options used on
optimized, official builds.

This enables, on the platforms which support them:
- `use_static_cpp=yes` (portable binaries for Linux and Windows)
- `use_lto=yes` (link time optimizations - note: requires a lot of RAM!)
- `debug_symbols=no` (no debug symbols, smaller binaries)

Also abort when using MSVC with `production=yes`, as:
- It cannot optimize the GDScript VM like GCC or Clang do, leading to
  significant performance drops.
- Its LTO support is unreliable, at least used to trigger crashes last
  we tried it extensively.

All options can still be overridden if specified, and the `dev=yes` option
was changed to also support overrides.
2021-02-03 11:48:17 +01:00
Fabio Alessandrelli 97288f25f4 [HTML5] Fix mouse_mode and fullscreen detection.
The canvas_id is `#`-prefixed to work with emscripten as a CSS selector.
When comparing to an event target ID (e.g. when checking if the canvas
is fullscreen, or is locking the mouse) we need to skip the first char
(the hash).
2021-02-02 20:08:51 +01:00
Rémi Verschelde 9e0bdeb5de
Merge pull request #45665 from naithar/fix/ios-plugin-initialization-4.0
[4.0] [iOS] Earlier plugin initialization
2021-02-02 17:30:20 +01:00
Rémi Verschelde 74091a1974
Merge pull request #45579 from zaevi/add_scons_ext
add search extensions for Scons' path
2021-02-01 20:41:25 +01:00
Rémi Verschelde 0f4e2cd40c
Merge pull request #45630 from akien-mga/linux-enable-udev
Linux: Enable udev support by default
2021-02-01 16:00:34 +01:00
Rémi Verschelde 1ebd66daff
Linux: Build with use_static_cpp=yes by default for x86_64
This enables `-static-libgcc -static-libstdc++` which help make custom Linux
builds more portable (official builds have been using this option for years).

For some obscure reason Ubuntu 18.04 i386 crashes when using the option for
i386 builds, so let's play it safe and enable for x86_64 only for now.
2021-02-01 14:56:35 +01:00
Rémi Verschelde e8b69fccbe
Linux: Enable udev support by default
This has been enabled for years in official binaries, and users making custom builds
may end up not enabling it unknowingly, so it's best if we default to the same as
what official builds do.

The original reason for having it opt-in was likely the addition of a dependency on
libudev, but that should be fairly ubiquitous by now.
2021-02-01 14:40:15 +01:00
Sergey Minakov 3db04b3bd4 [iOS] Initialize plugins earlier
Initialize iOS plugins before 'Main::setup' call to have access to them in script's '_init' function.
2021-02-01 15:27:10 +03:00
Rémi Verschelde 5525cd85c6
Merge pull request #45315 from RandomShaper/modernize_thread
Modernize Thread
2021-01-31 15:24:56 +01:00
zaevi befbfecd4d add search extensions for scons' path 2021-01-30 20:13:01 +08:00
Pedro J. Estébanez 99fe462452 Modernize Thread
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-01-29 12:02:13 +01:00
Marcel Admiraal fad0cec272 Don't handle BaseException in JavaScript build script 2021-01-28 19:23:49 +00:00
Aaron Franke e829b7aee4
Unify URI encoding/decoding and add to C#
http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
2021-01-28 07:45:01 -05:00
Rémi Verschelde 69f77e83bf
Merge pull request #45481 from ronchaine/joypad-detection
POSIX systems: go through all event devices, not just event[0-32]
2021-01-27 19:43:34 +01:00
Jari Ronkainen 01c030f9b7 Go through all event devices, not just event[0-32]
There are no guarantees that joypads are in event0-event32
range.  Some devices, such as laptops with detachable keyboards
and wacom can reserve events all the way up to 32.

Some udev rules with e.g. custom controller firmwares may
load the device as /dev/input/eventX, where X is greater than
32.

This patch uses POSIX dirent to enumerate the event devices, so
entries outside 0-32 range are not skipped.
2021-01-27 20:05:31 +02:00
Sergey Minakov 366ce084f4 [iOS] Rework push notification methods usage
Moved AppDelegate push notifications methods implementation to 'GODOT_ENABLE_PUSH_NOTIFICATIONS'
which can be used in plugins to implement APNS plugins.
2021-01-26 18:39:45 +03:00
Rémi Verschelde de9c9007c2
Merge pull request #45252 from naithar/feature/plugins-migration
[4.0] [iOS] iOS Plugins Migration
2021-01-26 14:53:06 +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 6f64d93664 [HTML5] Builtin HTTP server disable browsers cache
We don't want browsers to cache our temporary exports (since they will
always differ).
2021-01-25 20:15:57 +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
Fabio Alessandrelli abb8d8e8ca [HTML5] Fix "initial_memory" build option parsing 2021-01-25 17:47:52 +01:00
Rémi Verschelde d39f6386ce
Merge pull request #45314 from RandomShaper/modernize_rwlock
Modernize RWLock
2021-01-22 14:51:05 +01:00
Pedro J. Estébanez 8ed259b792 Modernize RWLock
- Based on C++14's `shared_time_mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
2021-01-19 11:53:10 +01:00
Marios Staikopoulos 2a2de2f684 BUGFIX: Fix unintialized cursor_shape on windows display server 2021-01-18 15:52:47 -08:00
Sergey Minakov 6d67827f4e [iOS] Fix embedding of plugin libraries 2021-01-18 19:23:12 +03:00
Fabio Alessandrelli bab20c6e09 [HTML5] Custom Gamepad library to allow remapping.
No longer use emscripten functions for gamepads, implement them as
library functions in library_godot_display.js instead.
This allows us to do a better job at "guessing" vendorId, productId, OS,
etc. thus allowing us to better find the remapping for the controller.
2021-01-18 12:30:38 +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
Sergey Minakov 13a6a83b44 [iOS] Remove plugins from modules. 2021-01-17 14:33:39 +03:00
Sergey Minakov 01d513f3ca [iOS] Added support for '.xcframework' in plugins 2021-01-17 14:13:09 +03:00
Sergey Minakov 7990c2c5e8 [Plugins] Rename 'PluginConfig' struct to platform specific name 2021-01-15 17:54:35 +03:00
Rémi Verschelde af878716f2
CI: Update to clang-format 11 and apply ternary operator changes 2021-01-12 19:32:53 +01:00
Rémi Verschelde 1218441b16
Merge pull request #44514 from madmiraal/split-os-execute
Split OS::execute into two methods
2021-01-12 16:17:04 +01:00
Fabio Alessandrelli c327f42b0a [HTML5] Reorganize build script.
Simplify helper functions, fix env/sys_env confusion and depends for
externs and pre-js.
2021-01-10 12:24:40 +01:00
Fabio Alessandrelli 33e914b1eb Fix JavaScript platform after MainLoop methods rename. 2021-01-10 12:04:09 +01:00
Marcel Admiraal 2a74b388d0 Split OS::execute into two methods
1. execute(): Executes a command and returns the results.
2. create_process(): Creates a new process and returns the new process' id.
2021-01-09 10:03:23 +00:00
Yuri Roubinsky 785f84f1d1 Removes semicolon typo in display_server_windows 2021-01-06 15:08:51 +03:00
Yuri Roubinsky d4939aa05f Fix PopupMenu's which are not closed after a recent commit 2021-01-06 14:42:15 +03:00
Fredia Huya-Kouadio eee213e01a Improve the logic to compile for Android by automatically detecting and setting up the Android NDK if needed. 2021-01-05 15:07:17 -08:00
Rémi Verschelde 9d6df31b84
Merge pull request #44299 from Chaosus/fix_win32_warning
Fixed warning at window closing (WIN32)
2021-01-05 09:00:47 +01:00
Rémi Verschelde c13bb0b541
Merge pull request #44154 from dsnopek/webxr-master
Add WebXR support (for Godot 4.0)
2021-01-05 00:19:50 +01:00
David Snopek a54a2d65e1 Add support for WebXR 2021-01-04 17:02:37 -06:00
Rémi Verschelde 3433780c49
Merge pull request #44645 from m4gr3d/update_apk_signing_logic
Update the logic to sign prebuilt Godot Android apks
2021-01-01 22:58:11 +01:00
Fredia Huya-Kouadio 49969de221 Update the logic to sign prebuilt Godot Android apks.
The previously used tool, `jarsigner` has been deprecated in favor of `apksigner` which is bundled with the Android SDK.
The logic is refactored accordingly and a few editor settings have been deprecated in the process as they're no longer necessary.

Note: As a side effect, specifying the Android SDK path is now required. The docs will be updated to reflect that change.
2021-01-01 13:36:27 -08:00
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
Yuri Roubinsky 41efbf8cae Fixed warning at project startup (WIN32) 2021-01-01 18:09:34 +03:00
Yuri Roubinsky 8a2bc6bf58 Fix window restoring after fullscreen again 2020-12-31 16:07:05 +03:00
Rémi Verschelde 72c13c2631
Merge pull request #44638 from m4gr3d/export_format_util_method
Hardcode the export format for the editor 'run' feature
2020-12-30 09:11:31 +01:00
Fredia Huya-Kouadio de64b783b4 Add utility method to export the project using a preset format and sign parameter. 2020-12-29 09:04:01 -08:00
Rémi Verschelde 09212fba1e
Fix missed renamings from empty() to is_empty()
Those were missed in #44401 or added by later PRs.
2020-12-29 09:55:07 +01:00
Rémi Verschelde 8886a6a45c
Merge pull request #44757 from andrew-softdev/my-bug-fix
Incorrect format specifiers used to display some type data in the Visual Studio debugger
2020-12-28 20:44:15 +01:00
andrew-softdev 679aabea26 Incorrect format specifiers used to display some String/StringName data 2020-12-28 18:46:32 +00:00
Rémi Verschelde e4c0572385
Merge pull request #44593 from madmiraal/rename-mainloop-methods
Rename MainLoop methods to match Node methods
2020-12-28 14:44:28 +01:00
Marcel Admiraal 5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
Rémi Verschelde 719e4b1156
Merge pull request #44619 from bruvzg/m1_dragdrop_4
[4.0] Fix file drag-drop on M1 Macs.
2020-12-23 17:37:42 +01:00
bruvzg 39bcc77d6a
[4.0] Fix file drag-drop on M1 Macs. 2020-12-23 18:00:50 +02:00
Fredia Huya-Kouadio 2d492ff8ba Fix invalid invocation of get_class_loader.
The call was made on a `Godot` instance instead of an `Activity` instance.
2020-12-23 02:08:27 -08:00
Marcel Admiraal d9e9eb8d04 Rename MainLoop methods to match Node methods 2020-12-22 12:34:57 +00:00
Marcel Admiraal 2df9a8ccad Rename Rect2 and Rect2i clip() to intersection() 2020-12-19 12:59:08 +00:00
Rémi Verschelde 214a22b98e
Merge pull request #44457 from akien-mga/scons-thirdparty-lib-depends
SCons: Add explicit dependencies on thirdparty code in cloned env
2020-12-18 13:40:33 +01:00
Marcel Admiraal b56a2f34ce Add missing override keywords in os_windows.h 2020-12-18 09:38:09 +00:00
Rémi Verschelde c7b53c03ae
SCons: Add explicit dependencies on thirdparty code in cloned env
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.

So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).

This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
2020-12-18 10:29:34 +01:00
Rémi Verschelde 5332d212f9
Merge pull request #44467 from madmiraal/add-override-keywords
Add missing override keywords to core/os.h derived classes
2020-12-17 23:02:58 +01:00
Marcel Admiraal fa435a550a Add override keywords to core/os.h derived classes. 2020-12-17 18:02:31 +00:00
Marcel Admiraal 60ddca2545 Remove OS::can_draw() remnants 2020-12-17 16:35:48 +00:00
Rémi Verschelde ae0399382a
Merge pull request #44433 from akien-mga/scons-fix-platform-opts
SCons: Add only selected platform's opts to env
2020-12-17 09:56:07 +01:00
Rémi Verschelde fb2465b3c8
Merge pull request #44410 from KoBeWi/project--tools--thisPR
Make tool menu plugins use Callables for callback
2020-12-16 22:04:39 +01:00
kobewi 889f5e44ef Make tool menu plugins use Callables for callback 2020-12-16 20:23:51 +01:00
Rémi Verschelde 0f84d8dc49
SCons: Add only selected platform's opts to env
Otherwise we can get situations where platform-specific opts with the same name
can override each other depending on the order at which platforms are parsed,
as was the case with `use_static_cpp` in Linux/Windows.

Fixes #44304.

This also has the added benefit that the `scons --help` output will now only
include the options which are relevant for the selected (or detected) platform.
2020-12-16 16:31:19 +01:00
Marcel Admiraal f9b83e90b2 Fix named anonymous struct warning 2020-12-16 07:42:16 +00:00
Rémi Verschelde 2760f5d0b4
Merge pull request #44315 from madmiraal/fix-handles-baseexception
Don't handle BaseException in build scripts
2020-12-12 12:23:07 +01:00
Marcel Admiraal 8ef5e3201c Don't handle BaseException in build scripts 2020-12-12 10:05:42 +00:00
Rémi Verschelde 8020515717
HTML5: Code style cleanup for export code 2020-12-10 13:57:46 +01:00