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* Remove server platformFabio Alessandrelli2021-06-011-116/+0
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* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | 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 🎆
* Remove OS::can_draw() remnantsMarcel Admiraal2020-12-171-2/+0
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* Cleanup unused engine codeTomasz Chabora2020-12-091-2/+0
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* Merge pull request #43742 from qarmin/editor_modules_default_valuesRémi Verschelde2020-12-081-6/+6
|\ | | | | Initialize class/struct variables with default values in platform/ and editor/
| * Initialize class/struct variables with default values in platform/ and editor/Rafał Mikrut2020-12-021-6/+6
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* | RenderingServer reorganizationreduz2020-12-041-1/+1
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* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-1/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Rename InputFilter back to InputRémi Verschelde2020-04-281-1/+1
| | | | | | | | | | | | | | | | It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690.
* Renaming of servers for coherency.Juan Linietsky2020-03-271-3/+3
| | | | | | | | | | VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
* Refactored input, goes all via windows now.Juan Linietsky2020-03-261-1/+1
| | | | Also renamed Input to InputFilter because all it does is filter events.
* Effective DisplayServer separation, rename X11 -> LinuxBSDJuan Linietsky2020-03-261-1/+1
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* Refactored Input, create DisplayServer and DisplayServerX11Juan Linietsky2020-03-261-1/+1
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* Remove incomplete battery status/power APIRémi Verschelde2020-02-141-11/+0
| | | | | | | | | | | It was initially implemented in #5871 for Godot 3.0, but never really completed or thoroughly tested for most platforms. It then stayed in limbo and nobody seems really keen to finish it, so it's better to remove it in 4.0, and re-add eventually (possibly with a different API) if there's demand and an implementation confirmed working on all platforms. Closes #8770.
* Remove unused ip_unix member from OSX/server.Fabio Alessandrelli2020-01-141-1/+0
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* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | 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.
* iOS modular build and export implementation.bruvzg2019-12-011-1/+0
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* Remove redundant author doc commentsIAmActuallyCthulhu2019-08-121-3/+0
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* CameraServer is needed for editor nodeCameron Reikes2019-07-161-0/+1
| | | | | | - Editor asks ClassDB for docs - ClassDB asks CameraFeed for default parameters - In CameraFeed's constructor, polls CameraServer
* added a const keyword for a methods that return constant literal...hbina0852019-05-211-1/+1
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* Add Input::get_current_cursor_shapeGuilherme Felipe2019-04-151-3/+0
| | | | [Clean up] Removed unused/unnecessary methods.
* Drop RtAudio driver on WindowsRémi Verschelde2019-02-201-1/+0
| | | | | | | | | | | | We've been defaulting to WASAPI since 3.0 and it's superior to RtAudio in all aspects. Obsoletes and closes #25503. Also enable WINMIDI on MinGW, this had been missed initially. Fix os_windows.cpp and crash_handler_windows.cpp which had weird dependencies on RtAudio.h's includes (ugh).
* Platform: Ensure classes match their header filenameRémi Verschelde2019-02-121-2/+2
| | | | | | | | | | | | | | | | | | | | Also drop some unused files. Renamed: - `platform/iphone/sem_iphone.h` -> `semaphore_iphone.h` (same for `osx`) - `platform/uwp/gl_context_egl.h` -> `context_egl_uwp.h` - in `platform/windows`: `context_gl_win.h`, `crash_handler_win.h`, `godot_win.cpp`, `joypad.h` and `key_mapping_win.h` all renamed to use `windows`. Some classes renamed accordingly too. - `EditorExportAndroid` and `EditorExportUWP` renamed to `EditorExportPlatformAndroid` and `EditorExportPlatformUWP` - `power_android` and `power_osx` renamed to `PowerAndroid` and `PowerOSX` - `OSUWP` renamed to `OS_UWP` Dropped: - `platform/windows/ctxgl_procaddr.h`
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fix missing/malformed license headersRémi Verschelde2019-01-011-0/+1
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* Added basic support for custom resource savers and loadersMarc Gilleron2018-12-151-1/+1
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* Server platform works on OS X tooMarcelo Fernandez2018-10-291-0/+10
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* Fix some more build issues after c69de2ba4Rémi Verschelde2018-07-201-4/+1
| | | | Fixes #20301.
* Fix build issues and typos after c69de2ba4Rémi Verschelde2018-07-201-2/+6
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* Dummy texture importerGustav Lund2018-05-091-0/+3
| | | | | | Added a dummy importer for textures to use with the server platform. Allows for running a project in headless mode without crashing when loading scenes containing textured objects Also as a result decreases load time as no image files have to be loaded.
* Fixes to OS_Server and DummyRasterizer to match new signaturesFabio Alessandrelli2018-02-151-1/+2
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* server platform now compiles and run on linux.Fabio Alessandrelli2018-02-151-3/+18
| | | | Seems to also be able to do exports of some demos I tried.
* 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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* Merge pull request #12814 from guilhermefelipecgs/add_hardware_custom_cursorRémi Verschelde2018-01-031-0/+1
|\ | | | | Custom hardware-accelerated mouse cursor
| * Add implementation for custom hardware cursorGuilherme Silva2017-12-171-0/+1
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* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Improve slang, especially in user-visible partsUnknown2017-12-051-1/+0
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* Make video mode initialization more intuitive, fixes #12022Juan Linietsky2017-11-091-1/+0
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* Implemented physics plugAndreaCatania2017-11-041-5/+0
| | | | | | | | | | | | | | | | | | | | 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
* Merge pull request #11252 from marcelofg55/fix_noaudio_crashRémi Verschelde2017-09-171-2/+0
|\ | | | | Fix crash when no audio driver is available
| * Fix crash when no audio driver is availableMarcelo Fernandez2017-09-131-2/+0
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* | Fix enums bindingsMaxim Sheronov2017-09-131-1/+1
|/ | | | | Add missed bindings for enums Move some enums to class to have correct output of api.json
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* 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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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-19/+15
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Add API to access battery power stateJulian Murgia2017-03-041-0/+7
| | | | | | | | | | | | | | 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
* Adapt platforms to AudioServer refactoringRémi Verschelde2017-01-161-10/+1
| | | | | | Fixes compilation on Windows and likely other platforms (at least as far as AudioServer changes were concerned), though they were not tested.
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-1/+1
| | | | | 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.