| Commit message (Collapse) | Author | Age | Files | Lines |
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Also fixes the timing issue when exporting all
presets at the same time, where the error report
would try to appear while the progress dialog
was still visible.
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We don't translate those, only editor strings are translated.
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This breaks the build with our updated i686 Linux SDK which doesn't contain
this path, and may not be needed at all.
This might need further work to be robust, and there's an open PR already
adding -march flags for all supported architectures, but for now we're
playing it safe for 4.2.
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Implement `clipboard_get`/`has_image` for X11
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Made signal handling more uniform during crashes.
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[X11] Add support for using EGL/GLES instead of GLX.
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the callback.
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[Native File Dialogs] Refocus last focused window on close.
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Linux/OpenGL: Don't force vsync in the editor
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I couldn't tell whether this has an actual purpose and it feels more
like a debug remnant.
We also need to be able to disable vsync in the editor for the WIP
Wayland backend (in the EGL driver) as it does manual frame throttling.
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This fixes multiple issues/inconsistencies around `get_compiler_version()`:
* With no shell allocated, launching the compiler could fail even
with proper paths being set.
* The return value was described as "an array of version numbers as ints",
but the function actually returned a `Dictionary` (or `None`).
* Not all calls were properly handling a `None` return value in case of errors.
On Windows this broke compiling for me since #81869 with default settings.
* Some calls defined inconsistent defaults/fallbacks (`0` or `-1`).
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EGL_ANDROID_blob_cache caching.
Co-authored-by: Riteo <riteo@posteo.net>
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[Linux/Freedesktop] Implement native file selection dialog support.
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Use EWMH for `DisplayServerX11::_window_minimize_check()` implementation
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Track hovered `Window` in `DisplayServerX11`
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Send mouse-entered/exited window-events only when necessary
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[X11] Do not fail DisplayServer init if non-essential extensions are missing.
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Add the ability to get per-platform information for joypads
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This adds the ability for games to obtain platform-specific information about joypads such as their vendor/product ID, their XInput gamepad index or the real name of the device before it gets swapped out by the gamecontrollerdb's name.
This PR also includes a rebased version of #76045, this is because this PR is intended to be mainly to help people implementing Steam Input, as having the gamepad index is essential.
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Send `WINDOW_EVENT_MOUSE_EXIT` when a window is destroyed.
Ensure, that on Windows, the event_callback is still valid during
destroying the `Window`.
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Optimize SVG icons and remove unused Transpose icon
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Implement DisplayServer.keyboard_get_label_from_physical method.
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Prevent double input events on gamepad when running through steam input
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During GDC and general testing on Steam Deck units, we found that single
gamepads would often register inputs twice under certain circumstances.
This was caused by SteamInput creating a new virtual device, which Godot
registers as a second gamepad. This resulted in two gamepad devices
reporting the same button presses, often leading to buggy input response
on games with no multi-device logic and other-wise could cause intended
Steam rebindings to not work as intended (for example, swapping o and x
on a playstation pad if that feature isn't supported by the game.)
SDL gets around this by taking in a list of devices that are to be
ignored. When valve sees a controller that wants to be rebound via
SteamInput, they push a new VID/PID entry onto the environment
variable `SDL_GAMECONTROLLER_IGNORE_DEVICES` for the original gamepad
so that all game inputs can be read from the virtual gamepad instead.
This leverages the same logic as we are already using SDL gamepad
related HID mappings.
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Allow unbundling OpenXR (for Linux distros)
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Copy XrMatrix4x4f_CreateProjectionFov to our OpenXRUtil, instead of relying
on a private header.
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