Commit graph

98 commits

Author SHA1 Message Date
Adrien Destugues a294a842cb Rebase patches for fixing haiku build. 2018-08-11 17:20:51 +02:00
Rémi Verschelde 814fdd3985 Fix some more build issues after c69de2ba4
Fixes #20301.
2018-07-20 11:56:18 +02:00
Juan Linietsky c69de2ba46 -Project/Editor settings now use new inspector
-Project/Editor settings now show tooltips properly
-Settings thar require restart now will show a restart warning
-Video driver is now visible all the time, can be changed easily
-Added function to request current video driver
2018-07-19 19:02:04 -03:00
Hugo Locurcio 53e94a1ce1
Optimize images losslessly using oxipng -o6 --strip all --zopfli 2018-06-28 19:17:41 +02:00
Hugo Locurcio d54b5da940
Tweak some help texts in the build system
This also removes `unix_global_settings_path` from SConstruct
since it is no longer used.
2018-06-07 21:40:54 +02:00
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
Duy-Nguyen TA 322cb08dd9 Fix macOS and other builds after #15299
Commit ammended by @akien-mga to fix more platforms.
2018-01-04 19:48:05 +01:00
Emmanuel Leblond e315c94900 Change OS::initialize signature to return Error (fix segfault on x11) 2018-01-04 15:15:55 +01:00
Rémi Verschelde 6322b0bbb7
Merge pull request #12814 from guilhermefelipecgs/add_hardware_custom_cursor
Custom hardware-accelerated mouse cursor
2018-01-03 08:35:59 +01:00
Rémi Verschelde b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Guilherme Silva a392dbdbe3 Add implementation for custom hardware cursor 2017-12-17 13:40:29 -02:00
Stefano Bonicatti c067cf2c6a Fixes vsync setting ignored when using a separate thread for rendering
Setting the vsync in the main thread, after the rendering thread starts
and takes the OpenGL context fails, so we need to do that before.
Also, for some reason, the main thread cannot make current the context
anymore.

Fixes #13447
2017-12-09 01:43:23 +01:00
Rémi Verschelde 13c2ff9320 Style: Apply new clang-format 5.0 style to all files 2017-12-07 08:02:00 +01:00
Rémi Verschelde d5ca9e2f6f Style: Apply clang-format again on all files
Fixes issues introduced by newer clang-format versions or commits
pushed directly without using the clang-format pre-commit hook.
2017-12-07 08:02:00 +01:00
Rhody Lugo a65c0939fd disable caching for targets using helper functions 2017-11-28 23:24:12 -04:00
Rémi Verschelde ecf80fbbba
Merge pull request #12988 from akien-mga/xdg-home-paths
Add support for XDG Base Directory spec
2017-11-20 00:42:51 +01:00
Rémi Verschelde 32c12a92a5 Add initial support for the XDG Base Directory spec
Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).

Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
  ~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
  ~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
  ~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows

So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.

Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.

user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.

For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.

Part of #3513.
2017-11-19 20:54:24 +01:00
Rémi Verschelde 9f134aa5d1 Cleanup old references to GLES2 renderer
There are still some left in the Android Java code, even stuff to swap between
GLES1 and GLES2 support from early Godot days... would be good to see some cleanup
there too one day.

The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported.
It can be readded when GLES 2.0 support comes back. Fixes #13004.
2017-11-19 17:52:18 +01:00
Juan Linietsky d09160a8b6 Make video mode initialization more intuitive, fixes #12022 2017-11-09 13:02:26 -03:00
AndreaCatania 7a9ca08f16 Implemented physics plug
Moved init_physics

Implemented physics 2D plug

Fix clang

Fix clang

Fix static check

Fix clang

Fix static check

Moved physics server initialization

Moved physics server settings initialization
2017-11-04 03:25:51 +01:00
Rémi Verschelde 79e247d74e Drop unusued LEGACYGL_ENABLED check
[ci skip]
2017-10-13 00:18:04 +02:00
Elliott Sales de Andrade f9e463bce2 Use EnumVariable for choice-based build options. 2017-09-25 14:36:01 -04:00
Rémi Verschelde e8a0c5da77 Merge pull request #11243 from hpvb/add-debug-info-on-release
Create separate debug info files by default
2017-09-21 10:30:17 +02:00
letheed 5ad9be4c24 Rename pos to position in user facing methods and variables
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:

* pos -> position
* rot -> rotation
* loc -> location

C++ variables are left as is.
2017-09-20 13:11:10 +02:00
Rémi Verschelde 53bbc046ee Merge pull request #11252 from marcelofg55/fix_noaudio_crash
Fix crash when no audio driver is available
2017-09-17 22:48:22 +02:00
Hein-Pieter van Braam 88be952fc9 Create separate debug info files by default
Now that we have a built-in stacktrace on a segfault it would be useful
to have debug information on debug_release builds so that bugreports can
include this information. Without this debug info we will still get
function names in the backtrace but not file location.

This commit will by default build all targets with minimal debug info
and then strip the information into separate files. On MacOS this is a
.dSYM file, on Linux/MingW this is a .debug file. MacOSX will
automatically load a dSYM file if it exists in its debugger. On
Linux/MingW we create a 'gnu debuglink' meaning that gdb and friends
will automatically find the debug symbols if they exist.

Existing workflow for developers does not change at all, except that we
now create two instead of one build artifact by default.

This commit also adds a 'debug_symbols' option to X11, MacOS, and MingW
targets. The default is 'yes' which corresponds to -g1. The alternatives
are 'no' (don't generate debug infos at all) or 'full' which runs with
-g2. A target=debug build will now build with -g3.
2017-09-16 12:00:46 +02:00
Marcelo Fernandez 7a4c0ff35e Fix crash when no audio driver is available 2017-09-13 20:54:55 -03:00
Maxim Sheronov 0fffa45158 Fix enums bindings
Add missed bindings for enums
Move some enums to class to have correct output of api.json
2017-09-13 20:57:07 +03:00
Rémi Verschelde 7ad14e7a3e Dead code tells no tales 2017-08-27 22:13:45 +02:00
Rémi Verschelde bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Marcelo Fernandez 63f847b306 p_screen param from get_screen_* funcs now default to the current screen 2017-08-21 18:28:29 -03:00
Marcelo Fernandez eab850524e Add closest_power_of_2 func and implement mix_rate/latency on OS X 2017-08-17 19:51:13 -03:00
Bojidar Marinov 7b7c7c8dc0
Rename KEY_RETURN to KEY_ENTER and KEY_ENTER to KEY_KP_ENTER
Closes #7695
2017-08-06 16:26:07 +03:00
Juan Linietsky 25678b1876 -Renamed GlobalConfig to ProjectSettings, makes more sense.
-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
Rémi Verschelde e91a267a7c Buildsystem: Improve detect.py readability and fix issues
Tried to organize the configure(env) calls in sections, using the same order
for all platforms whenever possible.

Apart from cosmetic changes, the following issues were fixed:
- Android: cleanup linkage, remove GLESv1_CM and GLESv2
- iPhone: Remove obsolete "ios_gles22_override" option
- OSX:
  * Fix bits detection (default to 64) and remove obsolete "force_64_bits" option
    (closes #9449)
  * Make "fat" bits argument explicit
- Server: sync with X11
- Windows: clean up old DirectX 9 stuff
- X11:
  * Do not require system OpenSSL for building (closes #9443)
  * Fix typo'ed use_leak_sanitizer option
  * Fix .llvm suffix overriding custom extra_suffix
2017-07-01 08:20:51 +02:00
Juan Linietsky 5b3709d309 Removal of InputEvent as built-in Variant type..
this might cause bugs I haven't found yet..
2017-05-20 17:05:38 -03:00
Sergey Pusnei 8589ca3903 Rename [gs]et_pos to [gs]et_position for Controls
Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
2017-04-10 08:27:34 +02:00
Rémi Verschelde df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Rémi Verschelde 9d28a5e7d9 Merge pull request #8159 from Hinsbart/last_id
Input: Remove usage of platform dependent event IDs.
2017-03-27 08:52:58 +02:00
Rémi Verschelde d8f32637be SCons: Add option to toggle warnings (on by default)
All the warnings are factored out of the platform-specific files and moved to
SConstruct. Will have to check that it does not introduce regressions on some
platforms/compilers.

(cherry picked from commit 31107daa1a)
2017-03-26 21:58:37 +02:00
Andreas Haas c0b6756875
Input: Remove usage of platform dependent event IDs.
The ID property for InputEvents is set by `SceneTree` when sending the event down the tree.
So there's no need for the platform specific code to set this value when it will later be overriden anyway...
2017-03-26 15:59:32 +02:00
Rémi Verschelde debeee56f7 Fix typos in source code using codespell
From https://github.com/lucasdemarchi/codespell
2017-03-24 21:45:31 +01:00
Rémi Verschelde 5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
Rémi Verschelde e1c1d7d1d7 Add a bunch of missing Godot headers in own files 2017-03-05 15:47:28 +01:00
Julian Murgia 94103c0c02 Add API to access battery power state
Done:
- X11, server (tested)
- Windows (developed, would be nice to retest)
- OSX (not tested)
Prepared (not developed):
- Android (code is here, but may not compile)
- iphone
- winrt
- bb10
- haiku
- javascript
2017-03-04 18:04:29 +01:00
Bojidar Marinov 53921faa91
Complete the globals.h -> global_config.h conversion 2017-02-23 17:47:25 +02:00
Rémi Verschelde 7b059965e8 Adapt platforms to AudioServer refactoring
Fixes compilation on Windows and likely other platforms (at least
as far as AudioServer changes were concerned), though they were
not tested.
2017-01-16 19:19:45 +01:00
Juan Linietsky b400c69cd4 Oops! Audio engine has vanished :D 2017-01-15 16:07:51 -03:00
Rémi Verschelde 93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00
Juan Linietsky a97551902e rename Input.get_mouse_speed() to Input.get_last_mouse_speed() 2017-01-13 19:24:28 -03:00