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* Use monotonic clock for get_ticks_usecFabio Alessandrelli2018-09-291-2/+0
| | | | | Static _clock_start and _clock_setup function. Use clock_gettime on Unix, mach_absolute_time on Mac.
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-1/+1
| | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Revert "Try closing gracefully before terminating process"Rémi Verschelde2018-08-271-1/+1
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* Try closing gracefully before terminating processMarcin Zawiejski2018-08-201-1/+1
| | | | | | | Use a Microsoft recommended way of process termination for the project process run from the editor. This allows loaded DLLs to receive and handle DLL_PROCESS_DETACH notification and cleanup any global state before the process actually exits.
* Local debugger fixes and extensionsBlazej Floch2018-05-071-0/+1
| | | | | | | | | - Adds q/quit option to console debugging - Adds options (variable_prefix) - Breaks into debugger with Ctrl-C in local debug mode (Unix/Windows) - Added option to list all breakpoints - Fixes add/remove breakpoint bug (invalid path parsing) - Minor cleanup
* Clean and expose get_audio/video_driver_* funcs on OS classMarcelo Fernandez2018-03-041-6/+0
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | 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.
* Change OS::initialize signature to return Error (fix segfault on x11)Emmanuel Leblond2018-01-041-1/+1
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* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Style: Apply clang-format again on all filesRémi Verschelde2017-12-071-1/+1
| | | | | Fixes issues introduced by newer clang-format versions or commits pushed directly without using the clang-format pre-commit hook.
* Changed the dynamic library open function to allow setting the path of the ↵Juan Linietsky2017-11-301-1/+1
| | | | library to open extra libraries.
* Return and repair file loggingRuslan Mustakov2017-11-211-1/+2
| | | | And make it configurable, too.
* Add initial support for the XDG Base Directory specRémi Verschelde2017-11-191-5/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Rename OS::get_data_dir to OS::get_user_data_dirRémi Verschelde2017-11-171-1/+1
| | | | | Will be needed to avoid confusion with system data path (XDG_DATA_HOME) and editor data dir in upcoming refactoring.
* Remove get_default_video_mode definition on OSX/iOSRémi Verschelde2017-11-091-1/+0
| | | | | | | | It had been missed in d09160a8b67fdc60e8108962c4e9bd4c0bc7f13e and broke compilation for those platforms. Took the opportunity to run clang-format on the code base to fix some corner cases that went through our static tests/were overlooked recently.
* OS::execute can now read from stderr too when executing with a pipeMarcelo Fernandez2017-10-031-1/+1
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* Extract logging logicRuslan Mustakov2017-09-251-5/+7
| | | | | | | | | | | | | | | | | | | Previously logging logic was scattered over OS class implementations with plenty of duplication. Major changes in this commit: - Extracted logging logic into a separate Logger hierarchy. It allows easy configuration of logging mechanism depending on compile-time or run-time configuration. - Implemented RotatedFileLogger which is usually used with StdLogger, providing persistency of logs. It is often important to be able to obtain logs of the game even in production to be able to understand what happened prior to some problem. On mobile there previously was no way to obtain the logs aside from having the device connected to your machine. - flush() is not performed in release mode for every logged line. It is only performed for errors.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-1/+1
| | | | Fixes #10244.
* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-1/+1
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* added an optional parameter to OS symbol lookupKarroffel2017-07-271-1/+1
| | | | | | | | When looking up a symbol from a library, previously an error was shown when the symbol did not exist. That caused confusion when the lookup was completely optional. This adds a new parameter to that method so that those errors can be handled manually if needed.
* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-2/+0
| | | | -Added system for feature overrides, it's pretty cool :)
* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-1/+1
| | | | | | | | 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
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* added dlscript moduleKarroffel2017-04-031-3/+3
| | | | | | | | | This module was written by bojidar-bg and me, with the help of ClikCode and touilleMan. This adds a module to Godot that enables the use of dynamic libraries as a source for scripts. That also allows third party libraries to be linked to Godot more easily and without creating modules. For a readme see https://github.com/GodotNativeTools/godot_headers/blob/master/README.md
* Added methods for opening dynamic libraries to OSKarroffel2017-03-291-0/+4
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-30/+23
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Several bugfixes, improving the import workflowJuan Linietsky2017-02-061-0/+2
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* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | 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!
* -Removed OS.get_system_time_msec(), this is undoable on Windows and also ↵Juan Linietsky2016-01-101-1/+1
| | | | | | unusable from GDscript due to precision. -Added, instead an OS.get_system_time_secs(), which is 32 bits friendly, fixes #3143
* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Make the setting unix-only.est312015-11-301-0/+3
| | | | For this, put the detection into the OS class and its subclass.
* Add OS.get_system_time_msecMaximillian2015-08-061-0/+1
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* Add OS.get_time_zone_info functionest312015-06-061-0/+1
| | | | | | The returned dictionary maps "name" to the name of the current time zone, and "bias" to a bias from UTC in minutes.
* Add utc param to get_time and get_date methodsest312015-06-061-2/+2
| | | | | | If utc == false, we return the local time, like before. Otherwise, we return UTC time. utc defaults to false to not break behaviour.
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* -Support for changing fontsJuan Linietsky2014-04-051-0/+1
| | | | | | | -Detect when free() might crash the project and throw error -fixed 2D Bounce in physics (3d still broken) -renamed “on_top” property to “behind_parent”, which makes more sense, old on_top remains there for compatibility but is invisible. -large amount of fixes
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+121