Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Effective DisplayServer separation, rename X11 -> LinuxBSD | Juan Linietsky | 2020-03-26 | 1 | -3568/+0 |
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* | Refactored Input, create DisplayServer and DisplayServerX11 | Juan Linietsky | 2020-03-26 | 1 | -1/+1 |
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* | Fixed WM_DELETE flag being set too late | Ev1lbl0w | 2020-03-23 | 1 | -3/+3 |
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* | Style: Set clang-format Standard to Cpp11 | Rémi Verschelde | 2020-03-17 | 1 | -1/+1 |
| | | | | | | | | | | For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`. | ||||
* | typedefs: Cleanup unused macros and unnecessary checks | Rémi Verschelde | 2020-03-11 | 1 | -2/+4 |
| | | | | | | | | | | We now require a compiler with C++17 support, so we don't need to check for features added to GCC 5 or Clang 3.2. Clang builtin availability checks were unused anyway as Clang defines `__GNUC__` as it's also a GNU C implementation. Fixes #36986. | ||||
* | Rename `scancode` to `keycode`. | bruvzg | 2020-02-25 | 1 | -14/+28 |
| | | | | | Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes). | ||||
* | PoolVector is gone, replaced by Vector | Juan Linietsky | 2020-02-18 | 1 | -6/+2 |
| | | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`. | ||||
* | Remove incomplete battery status/power API | Rémi Verschelde | 2020-02-14 | 1 | -16/+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. | ||||
* | Force vulkan driver until OpenGL is implemented | Juan Linietsky | 2020-02-12 | 1 | -0/+5 |
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* | More GIProbe work and fixes | Juan Linietsky | 2020-02-11 | 1 | -2/+2 |
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* | Add runtime GLES2 / Vulkan context selection. | bruvzg | 2020-02-11 | 1 | -431/+126 |
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* | Custom material support seems complete. | Juan Linietsky | 2020-02-11 | 1 | -1/+1 |
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* | basic 2D engine is more or less working with Vulkan, including editor. | Juan Linietsky | 2020-02-11 | 1 | -2/+11 |
| | | | | Still a lot to do | ||||
* | A lot of progress with canvas rendering, still far from working. | Juan Linietsky | 2020-02-11 | 1 | -7/+10 |
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* | Texture refactor | Juan Linietsky | 2020-02-11 | 1 | -3/+3 |
| | | | | | | | | -Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD | ||||
* | Modify RenderingDevice to use RIDs, now that they are O(1) | Juan Linietsky | 2020-02-11 | 1 | -21/+21 |
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* | Added support for push constants | Juan Linietsky | 2020-02-11 | 1 | -1/+5 |
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* | Initial work on Vulkan: | Juan Linietsky | 2020-02-11 | 1 | -2/+312 |
| | | | | | | | | -Added VulkanContext -Added an X11 implementation -Added a rendering device abstraction -added a Vulkan rendering device abstraction -Engine does not work, only shows Godot logo (run it from bin/) | ||||
* | Merge pull request #35802 from bruvzg/linux_tablet_ranges | Rémi Verschelde | 2020-02-10 | 1 | -24/+6 |
|\ | | | | | Fix pressure / tilt ranges on Linux. | ||||
| * | Fix pressure / tilt ranges on Linux. | bruvzg | 2020-01-31 | 1 | -24/+6 |
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* | | adjusted linux cursors, added fallbacks | MennoMax | 2020-02-10 | 1 | -7/+61 |
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* | | Remove duplicate ERR_PRINT macro. | Marcel Admiraal | 2020-02-05 | 1 | -3/+3 |
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* | | Restores correct window position after fullscreen toggling off on Linux | Yuri Roubinsky | 2020-02-03 | 1 | -1/+6 |
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* | | Fix restoring window from fullscreen to normal on Linux | Yuri Roubinsky | 2020-02-03 | 1 | -1/+1 |
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* | Remove buggy check if key was already released for accumulated input | Eric Rybicki | 2020-01-22 | 1 | -5/+0 |
| | | | | Fixes #27104 | ||||
* | Merge pull request #33967 from Calinou/add-os-is-window-focused | Rémi Verschelde | 2020-01-06 | 1 | -0/+8 |
|\ | | | | | Add an `OS.is_window_focused()` getter | ||||
| * | Add an `OS.is_window_focused()` getter | Hugo Locurcio | 2019-11-28 | 1 | -0/+8 |
| | | | | | | | | | | | | | | | | This makes it possible to know whether the window is focused at a given time, without having to track the focus state manually using `NOTIFICATION_WM_FOCUS_IN` and `NOTIFICATION_WM_FOCUS_OUT`. This partially addresses #33928. | ||||
* | | Update copyright statements to 2020 | Rémi Verschelde | 2020-01-01 | 1 | -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. | bruvzg | 2019-12-01 | 1 | -5/+0 |
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* | X11: Fix memory leak in handle_key_event | Rémi Verschelde | 2019-11-12 | 1 | -0/+1 |
| | | | | Extracted from #27189. | ||||
* | [macOS, Windows, X11] Add graphic tablet pen pressure and tilt support to ↵ | bruvzg | 2019-10-30 | 1 | -4/+71 |
| | | | | InputEventMouseMotion event. | ||||
* | Fix X11 modifier keys. | bruvzg | 2019-10-12 | 1 | -3/+2 |
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* | Properly revert cursor when using set_custom_mouse_cursor with null | PouleyKetchoupp | 2019-10-03 | 1 | -0/+2 |
| | | | | Fixes #32486 | ||||
* | Changed some code found by Clang Tidy and Coverity | qarmin | 2019-09-22 | 1 | -3/+3 |
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* | [X11] set PID as window attribute | thomas.herzog | 2019-09-11 | 1 | -0/+7 |
| | | | | | This allows other programs to find out the PID of a Godot instance just by the X11 window ID. | ||||
* | Fix modifier keys causing key-code mismatch on Linux/X11. | bruvzg | 2019-08-28 | 1 | -1/+4 |
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* | OS_X11::set_window_maximized gives up after 0.5s | Carl Drougge | 2019-08-10 | 1 | -3/+6 |
| | | | | | Spinning forever is clearly worse, especially since this happens on at least FVWM even though the window actually is maximized. | ||||
* | Turn `OS.set_min/max_window_size()` warnings into errors | Hugo Locurcio | 2019-07-30 | 1 | -2/+2 |
| | | | | | | Since invalid values will cause the setting to be discarded, it makes more sense to display an error message instead of a warning message. | ||||
* | Fix crash caused by a9a0d0fb15cc5e028dbf8dab8b46d3dc197c4678 | Guilherme Felipe | 2019-07-24 | 1 | -0/+1 |
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* | Fix cursor blinking in integrated GPUs | Guilherme Felipe | 2019-07-09 | 1 | -0/+18 |
| | | | | | Optimization for Input::set_custom_mouse_cursor when used inside _process function. (Avoids cursor blinking in low end devices) | ||||
* | Merge pull request #29815 from NilsIrl/plus_file_1 | Rémi Verschelde | 2019-07-01 | 1 | -1/+1 |
|\ | | | | | Replace ` + "/" + ` with `String::file_add()` | ||||
| * | Replace ` + "/" + ` with `String::file_add()` | Nils ANDRÉ-CHANG | 2019-06-23 | 1 | -1/+1 |
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* | | Some code changed with Clang-Tidy | qarmin | 2019-06-26 | 1 | -6/+2 |
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* | | Merge pull request #29752 from bruvzg/window_size_limits | Rémi Verschelde | 2019-06-17 | 1 | -15/+122 |
|\ \ | | | | | | | Add ability to limit maximum/minimum window size. | ||||
| * | | Add ability to limit maximum/minimum window size. | bruvzg | 2019-06-15 | 1 | -15/+122 |
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* / | Adding a new Camera Server implementation to Godot. | BastiaanOlij | 2019-06-15 | 1 | -0/+5 |
|/ | | | | | | This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server. Other parts of Godot can interact with this to obtain images from the camera as textures. This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications. | ||||
* | Merge pull request #29465 from bruvzg/per_pixel_transp_impr | Rémi Verschelde | 2019-06-12 | 1 | -1/+1 |
|\ | | | | | Removes redundant "splash" setting, improves per pixel transparency documentation. | ||||
| * | Removes redundant "display/window/per_pixel_transparency/splash" setting, ↵ | bruvzg | 2019-06-04 | 1 | -1/+1 |
| | | | | | | | | improves per pixel transparency documentation. | ||||
* | | [X11] Add window borderless state detection, fix borderless state ↵ | bruvzg | 2019-06-11 | 1 | -5/+22 |
|/ | | | | restoration after exiting fullscreen. | ||||
* | Fix and expose String::strip_escapes(), use it in LineEdit paste | Rémi Verschelde | 2019-05-31 | 1 | -1/+1 |
| | | | | Supersedes #27736. |