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* Merge pull request #48622 from Geometror/reimplement-disableable-vsyncHugo Locurcio2021-07-104-15/+34
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| * Restructure and reimplement vsync optionsHendrik Brucker2021-07-064-15/+34
| | | | | | | | | | -Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX -Removed the V-Sync via Compositor option
* | [macOS, Mono] Automatically enable JIT entitlements for the Mono exports.bruvzg2021-07-091-8/+23
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* [macOS] Fix custom mouse cursor not set after mouse mode change.bruvzg2021-06-231-0/+6
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* Use mouse and joypad enums instead of plain integersAaron Franke2021-06-203-13/+12
| | | | Also MIDIMessage
* Move many input enums to their own fileAaron Franke2021-06-201-10/+10
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* Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-192-13/+13
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* Add LSApplicationCategoryType to the template and export dialog.bruvzg2021-06-141-0/+4
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* Merge pull request #49123 from aaronfranke/it-is-timeRémi Verschelde2021-06-121-4/+4
|\ | | | | Add a Time singleton
| * Add Time singletonAaron Franke2021-06-111-4/+4
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* | Merge pull request #49511 from akien-mga/core-diraccess-fileaccess-ioRémi Verschelde2021-06-112-3/+3
|\ \ | | | | | | Core: Move DirAccess and FileAccess to `core/io`
| * | Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde2021-06-112-3/+3
| |/ | | | | | | | | File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
* | Merge pull request #49279 from Calinou/rename-string-is-abs-path-methodRémi Verschelde2021-06-111-3/+3
|\ \ | |/ |/| Rename `String.is_abs_path()` to `String.is_absolute_path()`
| * Rename `String.is_abs_path()` to `String.is_absolute_path()`Hugo Locurcio2021-06-031-3/+3
| | | | | | | | This is more consistent with `NodePath.is_absolute()`.
* | Add MOUSE_MODE_CONFINED_HIDDENAaron Franke2021-06-031-3/+8
|/ | | | Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
* Implement shader cachingreduz2021-05-311-4/+4
| | | | | | | | | | | | * Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v
* Rename File::get_len() get_length()Marcel Admiraal2021-05-252-4/+4
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* Merge pull request #46866 from bruvzg/symlinks_and_macos_gdn_framework_export_4Rémi Verschelde2021-05-241-3/+57
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| * Add GDNative Framework loading and export support.bruvzg2021-05-241-3/+57
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* | [macOS] Allow "on top" windows to enter full-screen mode.bruvzg2021-05-241-2/+14
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* OS: Remove code duplicate in XDG paths handlingRémi Verschelde2021-05-211-14/+10
| | | | Follow-up to #48542.
* Only allow absolute paths in XDG environment variablesHugo Locurcio2021-05-201-3/+21
| | | | | | The XDG Base Directory specification does not allow using relative paths (which broke things in Godot anyway). If a relative path is detected, it should be ignored.
* Merge pull request #48168 from LightningAA/control-to-ctrl-4.0Rémi Verschelde2021-05-171-6/+6
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| * Rename "Control" key to "Ctrl" and add "_pressed" suffix to all ↵Lightning_A2021-05-071-6/+6
| | | | | | | | InputEventWithModifiers properties/methods
* | Make all file access 64-bit (uint64_t)Pedro J. Estébanez2021-05-172-2/+2
|/ | | | | | | | | | | | | | | | | | | | | | | | | | | | | This changes the types of a big number of variables. General rules: - Using `uint64_t` in general. We also considered `int64_t` but eventually settled on keeping it unsigned, which is also closer to what one would expect with `size_t`/`off_t`. - We only keep `int64_t` for `seek_end` (takes a negative offset from the end) and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means we only need to guard against passing negative values in `core_bind.cpp`. - Using `uint32_t` integers for concepts not needing such a huge range, like pages, blocks, etc. In addition: - Improve usage of integer types in some related places; namely, `DirAccess`, core binds. Note: - On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for big files on 32-bit Windows builds made with that toolchain. We might add a workaround. Fixes #44363. Fixes godotengine/godot-proposals#400. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* Rename `doubleclick` to `double_click`Aaron Franke2021-05-041-1/+1
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* Replace remaining uses of `NULL` with `nullptr`Rémi Verschelde2021-04-294-23/+23
| | | | Follow-up to #38736 (these uses were likely added after this PR was merged).
* Core: Drop custom `copymem`/`zeromem` definesRémi Verschelde2021-04-271-7/+7
| | | | | | | | We've been using standard C library functions `memcpy`/`memset` for these since 2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb. There was still the possibility for third-party platform ports to override the definitions with a custom header, but this doesn't seem useful anymore.
* Fix macOS build with all sanitizers enabled.bruvzg2021-04-161-14/+2
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* Add more sanitizer flags to shows more bugsRafał Mikrut2021-04-151-5/+17
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* Merge pull request #47435 from madmiraal/rename-texture-get_dataRémi Verschelde2021-03-291-2/+2
|\ | | | | Rename Texture.get_data() to get_image()
| * Rename Texture.get_data() to get_image()Marcel Admiraal2021-03-281-2/+2
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* | [macOS] Enable code signing by default, use ad-hoc signature if no identity ↵bruvzg2021-03-291-8/+6
|/ | | | specified.
* Rename some more global enums (Key, Joy, MIDI)Aaron Franke2021-03-231-2/+2
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* Rename ButtonList enum and members to MouseButtonAaron Franke2021-03-231-15/+15
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* Merge pull request #46966 from qarmin/faster_releaseRémi Verschelde2021-03-201-2/+2
|\ | | | | Allow to not optimize release build
| * Allow to not optimize release buildRafał Mikrut2021-03-141-2/+2
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* | Add "Replace existing signature" to the macOS export (enabled by default).bruvzg2021-03-181-0/+5
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* Merge pull request #43768 from sjml/mac-mono-export-fixRémi Verschelde2021-03-031-3/+3
|\ | | | | Mono/macOS: Separate data dir into frameworks and resources for codesigning
| * Mono/macOS: Separate data dir into frameworks and resources for codesigningShane Liesegang2021-03-031-3/+3
| | | | | | | | Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
* | Merge pull request #46621 from bruvzg/macos_export_entitlemenst_4Rémi Verschelde2021-03-031-8/+163
|\ \ | | | | | | [macOS] Add entitlements config and export template `dylib` signing to the export.
| * | [macOS] Add entitlements config and export template `dylib` signing to the ↵bruvzg2021-03-031-8/+163
| |/ | | | | | | export.
* / add msan sanitizer option for linus/bsd, lsan option for osxJordan Schidlowsky2021-03-021-1/+6
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* [macOS] Ignore mouse move event caused by mouse mode switch.bruvzg2021-02-152-0/+12
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* SCons: Fix debug_symbols tests after switch to BoolVariableRémi Verschelde2021-02-082-3/+3
| | | | | | Bug introduced in #45679. Fixes part of #45816.
* SCons: Add `production=yes` option to use production defaultsRémi Verschelde2021-02-031-1/+1
| | | | | | | | | | | | | | | | | | | This is meant for users making custom builds to match the options used on optimized, official builds. This enables, on the platforms which support them: - `use_static_cpp=yes` (portable binaries for Linux and Windows) - `use_lto=yes` (link time optimizations - note: requires a lot of RAM!) - `debug_symbols=no` (no debug symbols, smaller binaries) Also abort when using MSVC with `production=yes`, as: - It cannot optimize the GDScript VM like GCC or Clang do, leading to significant performance drops. - Its LTO support is unreliable, at least used to trigger crashes last we tried it extensively. All options can still be overridden if specified, and the `dev=yes` option was changed to also support overrides.
* Split OS::execute into two methodsMarcel Admiraal2021-01-093-7/+5
| | | | | 1. execute(): Executes a command and returns the results. 2. create_process(): Creates a new process and returns the new process' id.
* Update copyright statements to 2021Rémi Verschelde2021-01-0118-36/+36
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Merge pull request #44593 from madmiraal/rename-mainloop-methodsRémi Verschelde2020-12-281-2/+2
|\ | | | | Rename MainLoop methods to match Node methods
| * Rename MainLoop methods to match Node methodsMarcel Admiraal2020-12-221-2/+2
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