Commit graph

2099 commits

Author SHA1 Message Date
Rémi Verschelde 13c50e8aa5
Merge pull request #25481 from hpvb/fix-ubsan-asan-reports
Fix many asan and ubsan reported issues
2019-02-12 12:21:01 +01:00
Rémi Verschelde b867ef0eec
Merge pull request #25570 from Kanabenki/windows-relative-icon
Use relative path property hint for windows export icon
2019-02-08 16:50:14 +01:00
Rémi Verschelde aa9ec210b9
Merge pull request #25521 from bruvzg/disabled_hidpi_retina_fix
[macOS] Fix rendering on retina displays with HiDPI support disabled.
2019-02-08 11:06:48 +01:00
Ignacio Etcheverry 4e4e889c75
Merge pull request #25478 from neikeq/rr
Mono: Fix MonoPosixHelper not being found
2019-02-03 06:31:52 +01:00
Ignacio Etcheverry 41873ffa88 Added set_environment to OS class 2019-02-03 05:38:47 +01:00
Kanabenki 5890e7060e Use relative path property hint for windows export icon 2019-02-03 01:31:53 +01:00
bruvzg 50e2c1e184
[macOS] Fix rendering on retina displays with HiDPI support disabled. 2019-01-31 19:24:57 +02:00
Hein-Pieter van Braam d308eb091a Fix many asan and ubsan reported issues
This allows most demos to run without any ubsan or asan errors. There
are still some things in thirdpart/ and some things in AudioServer that
needs a look but this fixes a lot of issues. This should help debug less
obvious issues, hopefully.

This fixes #25217 and fixes #25218
2019-01-30 06:43:56 +01:00
Rémi Verschelde 35bb52011a
Merge pull request #25391 from hpvb/fix-dri-prime-detect
Properly detect when to use DRI_PRIME
2019-01-29 10:11:49 +01:00
Bastiaan Olij b53f2d1d59 Using DisplayLink to emulate vsync on OSX 2019-01-29 17:00:35 +11:00
Hein-Pieter van Braam 9c308023bb Properly detect when to use DRI_PRIME
We fork off twice once with and once without DIR_PRIME=1 set. We
then use the vendor string to determine what GPU to use.

We prefer (in order)
1) AMDGPU/AMDGPU-PRO/NVidia non-free driver
2) Intel driver
3) Nouveau
4) Software rendering

If a driver can't be detected it will default to DRI_PRIME=0
2019-01-28 16:21:07 +00:00
Rémi Verschelde 70689ebffd Remove unused iostream includes 2019-01-28 12:16:22 +01:00
Juan Linietsky a089061120 Fix pixelized previews, but also instances of breaking ImageTexture cache. Closes #25378. 2019-01-27 13:41:47 -03:00
Rémi Verschelde c3b0ee5941 Fix code style issues 2019-01-26 22:35:31 +01:00
Rémi Verschelde d355469c1f
Merge pull request #25300 from neikeq/improve-thread-id
Improve custom thread numbering for POSIX
2019-01-26 20:33:18 +01:00
Rémi Verschelde a7525b5c13
Merge pull request #25302 from eska014/html5-startupfs
Allow requesting full screen during start-up in HTML5 platform
2019-01-25 09:36:54 +01:00
Ignacio Etcheverry 6de04cf04c Improve custom thread numbering for POSIX
We lazily assign new IDs to threads that do not have one. This is the case for threads not created by the Godot API.
2019-01-25 00:59:07 +01:00
Marcelo Fernandez daf57bc81f Fix ALT+F4 being ignored with MOUSE_MODE_CAPTURED on Windows 2019-01-23 10:59:54 -03:00
Leon Krause 6939a03255 Allow requesting full screen during start-up in HTML5 platform 2019-01-23 03:42:17 +01:00
Marcin Zawiejski 62f3611271 Fix GDI objects leak when setting custom cursor
Fixes #19906
2019-01-23 01:11:40 +01:00
Marcin Zawiejski 9ca649c67b
Set WINVER and _WIN32_WINNT values in VS project
While looking into a different issue, I've noticed that Visual Studio Intellisense does not work well for Godot project when using Windows Vista+ APIs (e.g. CreateThreadpool), i.e. it does not recognise the APIs because they are defined in Windows header files for Vista+ only.

This is because the WINVER and _WIN32_WINNT symbols don't have their values set in the generated Godot project file. This fixes the problem by setting the values when generating the project file.
2019-01-22 21:34:37 +01:00
Juan Linietsky ab843b1698 Raised executable priority on windows to avoid stuter, helps #25162 2019-01-22 16:04:54 -03:00
Juan Linietsky 0c9fd3c4b4 Avoid cyclic iteration check, fixes #24969 2019-01-22 13:17:39 -03:00
Rémi Verschelde b86f16ed40
Merge pull request #25178 from marxin/sanitizr-options
Rename sanitizer option names.
2019-01-22 12:20:32 +01:00
Juan Linietsky 6fa632b821 Add function to obtain filesystem type from DirAccess.
Change EditorFileSystem to not use directory modification times on FAT32, fixes #20946
2019-01-21 18:06:14 -03:00
Rémi Verschelde 2323464f5e ExportDialog: Make error messages translatable
Also fix missing newlines that caused #24202.
2019-01-21 18:34:53 +01:00
marxin e558773e21 Rename sanitizer option names.
Make the sanitizer names more explicit (use_ubsan, use_asan, use_lsan).
Comment has been adjusted to include GCC as supported compiler for these
and exclude -fno-omit-frame-pointer option (should not cause any
problems).
2019-01-21 08:10:15 +01:00
Leon Krause 8f1669e771 Deal with Google's HTML5 autoplay policy
Resume audio context after mouse, touch or key input.
2019-01-20 14:25:15 +01:00
Rémi Verschelde 08417c8597
Merge pull request #25135 from CakHuri/fix-capabilites
Fixed a typo in 'uwp_device_capabilites'
2019-01-20 11:58:26 +01:00
Rémi Verschelde f0035b7cc7
Merge pull request #25150 from eska014/html5-warning
Fix HTML5 build warning
2019-01-20 09:25:21 +01:00
Leon Krause db6be7b59f Refactor OS_JavaScript header 2019-01-20 00:13:20 +01:00
Leon Krause 0d47dccda9 Fix HTML5 gamepad logic for Emscripten 1.38.22 compat breakage 2019-01-20 00:07:31 +01:00
M. Huri 544015e380 Fixed a typo in 'uwp_device_capabilites' 2019-01-19 20:51:30 +07:00
Rémi Verschelde 9e820cdf20 Android: Enable arm64-v8a export by default
From August 1, 2019, Google Play requires that all new apps and app updates
include 64-bit versions, so we enable ARM64 by default.

IINM support for x86 and x86_64 is still be optional, so not enabling them
out of the box.

Part of #25030.
2019-01-16 13:54:51 +01:00
Rémi Verschelde eebca76be5 SCons: Drop unused MPC_FIXED_POINT define 2019-01-16 12:27:57 +01:00
Rémi Verschelde 7f4ee36469 Android: Add support for x86_64 architecture
Like arm64v8, this is only supported by API 21 and later,
so we enforce 21 as min API for x86_64.

Part of #25030.
2019-01-16 11:39:39 +01:00
volzhs 87db1a8971 Fix Android keep screen on working properly 2019-01-15 22:06:44 +09:00
Rémi Verschelde e425f26578
Merge pull request #24913 from volzhs/export-ios-template
Make export valid when setting custom packages for iOS
2019-01-11 18:06:13 +01:00
volzhs af162a8c3f Make export valid when setting custom packages for iOS
even no templates installed.
all others export work as this already.
2019-01-12 01:43:38 +09:00
bruvzg b7e9e184aa
[macOS] Fix missing mouse move event speed. 2019-01-11 16:53:11 +02:00
Hein-Pieter van Braam e5b335d367 Don't use -ffast-math or other unsafe math optimizations
Godot supports many different compilers and for production releases we
have to support 3 currently: GCC8, Clang6, and MSVC2017. These compilers
all do slightly different things with -ffast-math and it is causing
issues now. See #24841, #24540, #10758, #10070. And probably other
complaints about physics differences between release and release_debug
builds.

I've done some performance comparisons on Linux x86_64. All tests are
ran 20 times.

Bunnymark: (higher is better)
(bunnies)    min    max  stdev average
fast-math   7332   7597    71     7432
this pr     7379   7779   108     7621 (102%)

FPBench (gdscript port http://fpbench.org/) (lower is better)
(ms)
fast-math  15441  16127   192    15764
this pr    15671  16855   326    16001  (99%)

Float_add (adding floats in a tight loop) (lower is better)
(sec)
fast-math   5.49   5.78  0.07     5.65
this pr     5.65   5.90  0.06     5.76  (98%)

Float_div (dividing floats in a tight loop) (lower is better)
(sec)
fast-math  11.70  12.36  0.18    11.99
this pr    11.92  12.32  0.12    12.12  (99%)

Float_mul (multiplying floats in a tight loop) (lower is better)
(sec)
fast-math  11.72  12.17  0.12    11.93
this pr    12.01  12.62  0.17    12.26  (97%)

I have also looked at FPS numbers for tps-demo, 3d platformer, 2d
platformer, and sponza and could not find any measurable difference.

I believe that given the issues and oft-reported (physics) glitches on
release builds I believe that the couple of percent of tight-loop
floating point performance regression is well worth it.

This fixes #24540 and fixes #24841
2019-01-09 02:06:13 +01:00
Rémi Verschelde bd6ab5360f
Merge pull request #24592 from volzhs/android-etc
Make possible to use ETC texture format with GLES3 on Android
2019-01-04 16:49:49 +01:00
Hein-Pieter van Braam b1e3215f3a
Merge pull request #24477 from lupoDharkael/nouveau
Don't enable DRI_PRIME if nouveau is loaded
2019-01-03 23:35:47 +01:00
Guilherme Felipe 86d626e9cb Implements OS_JavaScript::set_custom_mouse_cursor 2019-01-03 13:51:16 -02:00
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
Rémi Verschelde fb9085ab54
Merge pull request #24482 from organicpencil/mouse_capture_fix
Fix missed captured mouse events on x11
2018-12-30 16:18:08 +01:00
Rémi Verschelde dcc7f2b54b
Merge pull request #24545 from akien-mga/osxcross-mono
SCons: Allow building Mono module with OSXCross
2018-12-30 15:07:18 +01:00
Rémi Verschelde 95e96947f6 SCons: Drop ios_sim option forcing x86, simulator needs x86_64 2018-12-27 14:11:13 +01:00
volzhs 130cdb2f2a Make possible to use ETC texture format with GLES3 on Android
Currently, textures are not exported if use ETC on project settings and export project with GLES3.
GLES3 should be able to use ETC format also.
2018-12-26 00:47:06 +09:00