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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-0511-0/+11
| | | | | | 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 Leblond2018-01-042-2/+4
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* Merge pull request #12814 from guilhermefelipecgs/add_hardware_custom_cursorRémi Verschelde2018-01-032-0/+5
|\ | | | | Custom hardware-accelerated mouse cursor
| * Add implementation for custom hardware cursorGuilherme Silva2017-12-172-0/+5
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* | Merge pull request #15246 from vnen/uwp-gdnativeGeorge Marques2018-01-013-0/+60
|\ \ | | | | | | Make GDNative DLLs work on UWP
| * | Make GDNative DLLs work on UWPGeorge Marques2018-01-013-0/+60
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* | | Update copyright statements to 2018Rémi Verschelde2018-01-0115-30/+30
|/ / | | | | | | Happy new year to the wonderful Godot community!
* / Add option to sign UWP exports with signtoolGeorge Marques2017-12-261-1/+69
|/ | | | Windows-only.
* Merge pull request #14597 from NathanWarden/linux_extensionsRémi Verschelde2017-12-161-1/+1
|\ | | | | Updated Linux template extensions to match architecture.
| * Updated Linux template extensions to match architecture.Nathan Warden2017-12-121-1/+1
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* | Move windows networking class to drivers/windows/Fabio Alessandrelli2017-12-152-7/+4
|/ | | | | Also rename stream_peer_winsock.* to stream_peer_tcp_winsock.* and StreamPeerWinsock to StreamPeerTCPWinsock.
* Fixes vsync setting ignored when using a separate thread for renderingStefano Bonicatti2017-12-091-0/+1
| | | | | | | | | Setting the vsync in the main thread, after the rendering thread starts and takes the OpenGL context fails, so we need to do that before. Also, for some reason, the main thread cannot make current the context anymore. Fixes #13447
* Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-074-20/+24
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* Enhanced iOS and UWP logo on Export dialogIndah Sylvia2017-11-291-0/+0
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* disable caching for targets using helper functionsRhody Lugo2017-11-281-2/+1
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* use the same cache for all branches for appveyorRhody Lugo2017-11-281-0/+1
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* Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky2017-11-251-12/+12
| | | | | | wrong function, leading to unnecesary copy on writes and reduced performance.
* Return and repair file loggingRuslan Mustakov2017-11-212-11/+3
| | | | And make it configurable, too.
* Merge pull request #12988 from akien-mga/xdg-home-pathsRémi Verschelde2017-11-203-6/+7
|\ | | | | Add support for XDG Base Directory spec
| * Use new XDG folders to dehardcode pathsRémi Verschelde2017-11-191-3/+3
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| * EditorSettings: Rename settings_path to settings_dirRémi Verschelde2017-11-171-3/+3
| | | | | | | | Also to prepare for upcoming refactoring for XDG support.
| * Rename OS::get_data_dir to OS::get_user_data_dirRémi Verschelde2017-11-172-3/+4
| | | | | | | | | | Will be needed to avoid confusion with system data path (XDG_DATA_HOME) and editor data dir in upcoming refactoring.
* | Cleanup old references to GLES2 rendererRémi Verschelde2017-11-193-2/+3
|/ | | | | | | | | There are still some left in the Android Java code, even stuff to swap between GLES1 and GLES2 support from early Godot days... would be good to see some cleanup there too one day. The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported. It can be readded when GLES 2.0 support comes back. Fixes #13004.
* Remove get_default_video_mode definition on OSX/iOSRémi Verschelde2017-11-091-20/+19
| | | | | | | | 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.
* UWP: Update to build with Windows SDK 10.16229.0George Marques2017-11-091-1/+1
| | | | | - Update the OpenSSL shim to work with the new SDK - Change the ARM platform detection to work with VS2017
* Make video mode initialization more intuitive, fixes #12022Juan Linietsky2017-11-092-7/+0
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* Merge pull request #12262 from AndreaCatania/pplugJuan Linietsky2017-11-032-17/+0
|\ | | | | Physics server plug
| * Implemented physics plugAndreaCatania2017-11-042-17/+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
* | Disable logging until the logs location is sorted outRémi Verschelde2017-10-291-1/+3
| | | | | | | | Temporary workaround for #12277.
* | Add WindowsTerminalLogger to UWP buildGeorge Marques2017-10-221-0/+1
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* OS::execute can now read from stderr too when executing with a pipeMarcelo Fernandez2017-10-032-2/+2
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* Merge pull request #11568 from endragor/loggersAndreas Haas2017-10-022-53/+11
|\ | | | | Extract logging logic
| * Extract logging logicRuslan Mustakov2017-09-252-53/+11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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 BoolVariable in target/component/advanced options.Elliott Sales de Andrade2017-09-251-2/+2
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* UWP: Fix build issue about Object ambiguityGeorge Marques2017-09-211-18/+18
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* Rename pos to position in user facing methods and variablesletheed2017-09-201-3/+3
| | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* Merge pull request #11252 from marcelofg55/fix_noaudio_crashRémi Verschelde2017-09-171-6/+1
|\ | | | | Fix crash when no audio driver is available
| * Fix crash when no audio driver is availableMarcelo Fernandez2017-09-131-6/+1
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* | Fix enums bindingsMaxim Sheronov2017-09-134-8/+8
|/ | | | | Add missed bindings for enums Move some enums to class to have correct output of api.json
* Fix unused variable warningsHein-Pieter van Braam2017-09-081-2/+0
| | | | The forth in my quest to make Godot 3.x compile with -Werror on GCC7
* Fix use of unitialized variablesHein-Pieter van Braam2017-09-021-1/+3
| | | | The second in my quest to make Godot 3.x compile with -Werror on GCC7
* Fix signed and unsigned comparisonsHein-Pieter van Braam2017-09-011-4/+4
| | | | The first in my quest to make Godot 3.x compile with -Werror on GCC7
* Make build scripts Python3 compatibleMatthias Hoelzl2017-08-271-2/+2
| | | | | | | | - The Windows, UWP, Android (on Windows) and Linux builds are tested with Scons 3.0 alpha using Python 3. - OSX and iOS should hopefully work but are not tested since I don't have a Mac. - Builds using SCons 2.5 and Python 2 should not be impacted.
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-2715-15/+15
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* Re-apply clang-format to all filesRémi Verschelde2017-08-271-3/+3
| | | | Some badly formatted code has managed to pass through our CI...
* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-14/+14
| | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* Fixes for new two-dash long command line argumentsRémi Verschelde2017-08-212-2/+2
| | | | | | | | | - Fixes some single-dash leftovers that were missed in the previous commit - Reorder the help output for clarity, and document missing options - Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit - Improve error message on malformed arguments and do not display help on error - Always use long form of arguments when starting a new Godot process from C++, for clarity and easy grepping - Cleanup obsolete code here and there
* Revert "Second take at making command-line arguments more UNIX-like + ↵Juan Linietsky2017-08-192-2/+2
| | | | main.cpp and help cleanup"
* Fixes for new two-dash long command line argumentsRémi Verschelde2017-08-192-2/+2
| | | | | | | | - Fixes some single-dash leftovers that were missed in the previous commit - Reorder the help output for clarity, and document missing options - Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit - Improve error message on malformed arguments and do not display help on error - Cleanup obsolete code here and there
* Use const reference where favorableWilson E. Alvarez2017-08-141-2/+2
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