| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
| |
The UWP platform port was never ported to the Godot 4.0+ API,
and it's now accumulating bitrot as it doesn't compile, and thus
we no longer propagate platform changes in it.
So we finally remove to acknowledge this state. There's still some
interest in reviving the UWP port eventually, especially as support
for Direct3D 12 will soon be merged, but when that happens it will
be easiest to redo it from scratch.
|
|\
| |
| |
| | |
C#: Fix MSVC dotnet builds failing if running `dev_mode`
|
| |
| |
| |
| | |
• Added #else section to mono #ifdef checks in relevant export_plugin scripts
|
| | |
|
| | |
|
|\ \
| |/
|/|
| | |
Added `Image::load_svg_from_(buffer|string)`
|
| |
| |
| |
| | |
No core dependency to the svg module.
|
| |
| |
| |
| | |
Fixes #79276.
|
|/
|
|
|
|
| |
And harmonize the format for all platforms.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
|
|
|
|
|
|
|
|
|
|
|
|
| |
Follow-up to #75932.
Since these icons are only used by the export plugin, it makes sense to
move them and generate the headers there.
The whole `detect.is_active()` logic seems to be a leftover from before
times, as far back as 1.0-stable it already wasn't used for anything.
So I'm removing it and moving the export icon generation to
`platform_methods`, where it makes more sense.
|
|
|
|
| |
And apply it to the codebase, removing empty lines at the start of blocks.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:
Includes from the platform port or module should be included with relative
paths (relative to the root folder of the modular component, e.g.
`platform/linuxbsd/`), in their own section before Godot's "core" includes.
The `api` and `export` subfolders also need to be handled as self-contained
(and thus use relative paths for their "local" includes) as they are all
compiled for each editor platform, without necessarily having the api/export
matching platform folder in the include path.
E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp`
and those need to use relative includes for it to work.
|
|
|
|
|
|
|
|
| |
plus minor static-related fixes
* linuxbsd: get_systemd_os_release_info_value() -> static breaks usage if used multiple times
* windows/linuxbsd: get_video_adapter_driver_info() writes info into static
* linuxbsd: get_distribution_name() + get_version() -> write bsd fallback into static variable
* windows/uwp/android: remove unnecessary use of static
|
| |
|
|
|
|
|
|
|
|
| |
- Simplify and update its logic.
- Simplify EditorScript.
- Improve EditorNode and other relevant includes.
- Fix scene-based path in the movie writer when
reloading a scene.
|
|
|
|
| |
options.
|
| |
|
|\
| |
| |
| | |
[Export] Add one-click deploy over SSH for the desktop exports.
|
| |
| |
| |
| |
| |
| | |
Add one-click deploy over SSH for the desktop exports.
Add ZIP export option for Linux and Windows.
Change export plugin icons to SVG format.
|
|\ \
| | |
| | | |
Improve documentation for `OS.read_string_from_stdin()`
|
| |/
| |
| |
| |
| |
| | |
This makes it clearer that calls to this method are blocking.
The unused method parameter was also removed.
|
|/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
|
| |
|
|\
| |
| | |
Polish rendering driver refactor further (take 2)
|
| | |
|
|/ |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
- `LIBC_FILEIO_ENABLED` wasn't defined anywhere, even in _other platforms_.
- `NO_NETWORK` is also never defined. It probably isn't enough anyway to
disable network APIs in the current codebase.
- `UNIX_SOCKET_UNAVAILABLE` is never defined in this code but used by some
other platforms, clarify that.
- `NO_STATVFS` can be removed as Android supports it since API level 19,
which is our current min SDK level. It's also only used for
`DirAccessUnix::get_space_left()` which is anyway overridden by
`DirAccessJAndroid::get_space_left()` so it shouldn't make a difference.
* Fixed documentation for `DirAccess.get_space_left()`.
- `NO_FCNTL` is likely also a remnant of early Android days, in current NDK
r23 it seems to be available. Also cleaned up unused `fcntl.h` includes.
- `NO_ALLOCA` is never defined, and we use alloca in many places now.
|
| |
|
| |
|
|
|
|
|
|
| |
supports: LinuxBSD, Windows, macOS, iOS, Android, UWP
Co-authored-by: bruvzg
|
| |
|
| |
|
|\
| |
| | |
Remove unused `force_quit` variable from many OS abstractions
|
| | |
|
| |
| |
| |
| | |
This also adds READMEs for all platforms.
|
| |
| |
| |
| |
| |
| | |
Fully removes the `bits` option and adapts the code that relied on it.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
|
|/ |
|
| |
|
| |
|
|
|
|
| |
up editor includes
|
| |
|
| |
|
| |
|
|
|
|
|
| |
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
|
| |
|
| |
|
|
|
|
|
| |
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
|
| |
|