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* Make file formatting comply with POSIX and Unix standardsAaron Franke2020-03-211-1/+1
| | | | UTF-8, LF, no BOM, and newlines at the end of files
* SCons: Bump required C++ standard to C++17Rémi Verschelde2020-02-222-5/+5
| | | | | | | | | | | | | | | | | | | | | | As per #36436, we now need C++17's guaranteed copy elision feature to solve ambiguities in Variant. Core developers discussed the idea to move from C++14 to C++17 as our minimum required C++ standard, and all agreed. Note that this doesn't mean that Godot is going to be written in "modern C++", but we'll use modern features where they make sense to simplify our "C with classes" codebase. Apart from new code written recently, most of the codebase still has to be ported to use newer features where relevant. Proper support for C++17 means that we need recent compiler versions: - GCC 7+ - Clang 6+ - VS 2017 15.7+ Additionally, C++17's `std::shared_mutex` (conditionally used by `vk_mem_alloc.h` when C++17 support is enabled) is only available in macOS 10.12+, so we increase our minimum supported version.
* Travis: Fix clang-format on non-master branchesRémi Verschelde2020-02-191-4/+10
| | | | | | | | | | | | | | `git diff-tree` used to fail on the `3.2` branch (and other non-master branches) as Travis doesn't actually check that branch from the remote: ``` fatal: ambiguous argument '3.2': unknown revision or path not in the working tree. ``` The exit code would still be 0 so we'd miss badly formatted commits targeting stable branches. We do it manually to ensure that it's going to work as we want it.
* Add a fish shell completion file for the Godot editorHugo Locurcio2020-02-161-0/+91
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* Remove obsolete GLES3 backendRémi Verschelde2020-02-133-3/+3
| | | | | | | | | | | | | | Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
* Add static Vulkan loader.bruvzg2020-02-112-0/+14
| | | | | Initial Vulkan support for Windows. Initial Vulkan support for macOS.
* Merge pull request #35381 from Calinou/html5-export-faviconFabio Alessandrelli2020-02-082-0/+2
|\ | | | | Export and reference the icon as favicon when exporting to HTML5
| * Export and reference the icon as favicon when exporting to HTML5Hugo Locurcio2020-02-012-0/+2
| | | | | | | | | | | | This makes the project icon display immediately as a favicon when opening the page, without having to wait for the project to finish loading.
* | Drop obsolete Dockerfile, we now have official build containersRémi Verschelde2020-02-053-143/+0
| | | | | | | | | | | | | | Cf. https://github.com/godotengine/build-containers A user-friendly tool using those containers will soon be released and documented.
* | Bump version to 4.0-devRémi Verschelde2020-01-292-3/+3
| | | | | | | | No peace for the weary. :)
* | Add a Bash completion script for the Godot editorHugo Locurcio2020-01-271-0/+124
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* | Linux: Sync man page with current --help outputRémi Verschelde2020-01-262-8/+19
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* Add a zsh completion file for the Godot editorHugo Locurcio2020-01-101-0/+77
| | | | | This provides rich autocompletion when using Godot's command line interface.
* Update copyright statements to 2020Rémi Verschelde2020-01-014-7/+7
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Remove unused scripts from the `misc/scripts` directoryHugo Locurcio2019-12-177-422/+3
| | | | This also makes `make_icons.sh` executable directly.
* Added microphone and camera usage descriptions to macOS builds.Catchawink2019-12-132-0/+8
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* Add a pre-commit hook to check the class reference syntaxHugo Locurcio2019-12-063-4/+11
| | | | This also makes documentation helper scripts executable.
* [iOS] Add export options to control external access to user data.bruvzg2019-12-031-0/+4
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* iOS modular build and export implementation.bruvzg2019-12-011-0/+6
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* Travis: Force installing OpenJDK8 for Android SDK compatibilityRémi Verschelde2019-10-261-1/+2
| | | | | | | | | | Travis CI upgraded their Xenial VMs to default to openjdk11, which is not working properly for sdkmanager, so we can no longer accept licenses for the SDK. They don't really seem to care about providing a good alternative for us from the few threads I read, so let's just force openjdk8 back.
* Travis: Update Android NDK to r20Rémi Verschelde2019-10-242-110/+3
| | | | Drop unused and outdated OSX setup.
* Optimize images losslessly using `oxipng -o6 --strip all --zopfli`Hugo Locurcio2019-10-1211-0/+0
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* Remove obsolete `sort_demos.sh` scriptHugo Locurcio2019-10-021-29/+0
| | | | | The Project Manager now sorts projects by name by default, making this script redundant.
* Fixed running the export templates with newer emscripten versions.Relintai2019-10-012-2/+4
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* Fix copyright headers and style issuesRémi Verschelde2019-09-241-2/+2
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* Merge pull request #31919 from m4gr3d/use_aar_for_custom_buildRémi Verschelde2019-09-1910-436/+2
|\ | | | | Leverage Android archive (AAR) file for Godot custom build
| * Remove the jetbrains setup directory as it's now obsolete.fhuya2019-09-048-434/+0
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| * Split the Android platform java logic into an Android library module (`lib`) ↵fhuya2019-09-042-2/+2
| | | | | | | | | | | | and an application module (`app`). The application module `app` serves double duties of providing the prebuilt Godot binaries ('android_debug.apk', 'android_release.apk') and the Godot custom build template ('android_source.zip').
* | Fix HTML5 export after #30864Fabio Alessandrelli2019-09-141-1/+1
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* | Fixed javascript code to remove animateStatusIndeterminate callback when the ↵Enzo Ferrari2019-09-031-2/+2
|/ | | | | | game is loaded. (cherry picked from commit a5a413c7e971808576bbcf369e91208b51d0d819)
* Style: Don't apply clang-format to platform/android/java/src/comRémi Verschelde2019-08-272-1/+4
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* Bump gradle version to 5.1.1fhuya2019-08-211-2/+2
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* Shut down Godot processes on app exit.fhuya2019-08-201-1/+1
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* Add microphone privilege settings support back into export and add privilege ↵Bastiaan Olij2019-07-061-0/+2
| | | | exist check to camera server for iOS
* Deprecate armv6 support for Androidfhuya2019-06-191-1/+1
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* Add script to fix style issues and copyright headersRémi Verschelde2019-06-171-0/+60
| | | | | This is only meant to check the validity of the whole codebase every now and then, or to apply clang-format config changes when relevant.
* Fix pointer position in hidpi-corrected resolutions on webLeonardo Giovanni Scur2019-06-141-2/+7
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* Add missing license headersRémi Verschelde2019-06-111-4/+4
| | | | Make `fix_headers.py` script compatible with Python 3.
* Add Android Studio support.fhuya2019-05-298-0/+434
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* Travis: Update clang-format to version 8.0Rémi Verschelde2019-05-201-1/+1
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* Make Xcode recursive search frameworks in project dirVasiliy Makarov2019-05-141-2/+2
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* dist: Rename Linux mime type to follow system conventionRémi Verschelde2019-04-031-0/+0
| | | | | | | Mime type definitions are usually named like the mime type they define, i.e. x-godot-project in our case. It was introduced with reverse DNS naming as that's what FlatHub favors, so it will need to be renamed there.
* Enable Mojave "dark mode" on the editor title barAllan Davis2019-03-201-0/+2
| | | Enables "dark mode" in the editor and project selector title bars in macOS Mojave when selected in macOS System Preferences
* Bump version to 3.2-devRémi Verschelde2019-03-132-3/+3
| | | | No rest for the wicked.
* Remove microphone from export options and distribution plistSam Green2019-03-041-2/+0
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* New export options iOSBastiaan Olij2019-02-162-17/+88
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* Fix version in osx_tools.appRémi Verschelde2019-02-101-2/+2
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* Be explicit about usage of GDScript testsRémi Verschelde2019-02-101-3/+3
| | | | | | | Also drop empty "image" test, and print proper error when passing wrong test name. Fixes #25638.
* Travis: Fix accepting Android SDK licensesRémi Verschelde2019-01-211-4/+4
| | | | | | It has been failing since a few days, apparently `sdkmanager --licenses` is no longer sufficient to accept all licenses, the `platform-tools` install triggers another license dialog. Now saying yes to all just in case.
* Travis: Use pip to install SCons on OSXRémi Verschelde2019-01-091-18/+0
| | | | | | | | | | | | | Not sure why we switched from homebrew to scons-local anymore, but pip should work just fine and is recommended by upstream. Downloads of scons-local from SourceForge were quite iffy, so this should help avoid CI errors due to not having downloaded SCons successfully. Setting Python's user binary PATH seems necessary on Travis/OSX as per travis-ci/travis-ci#5030 (confirmed that 'scons' is not in PATH without it).