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* Merge pull request #14318 from endragor/compile-sdk-version-26Rémi Verschelde2017-12-061-1/+1
|\ | | | | Update Android compileSdkVersion to 26
| * Update Android compileSdkVersion to 26Ruslan Mustakov2017-12-061-1/+1
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* | Improve slang, especially in user-visible partsUnknown2017-12-054-13/+11
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* Merge pull request #13850 from endragor/fix-iphone-gdnativeJuan Linietsky2017-12-032-3/+3
|\ | | | | Fix open_dynamic_library override in OSIPhone
| * Fix open_dynamic_library override in OSIPhoneRuslan Mustakov2017-12-032-3/+3
| | | | | | | | Was broken at 9678231b109c333a5273325c8758241310cd27f4
* | Add macOS shell_open URL escapingbruvzg2017-12-011-1/+1
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* | Properly take into consideration that VERTEX must be written to in opaque ↵Juan Linietsky2017-12-011-1/+19
|/ | | | pre pass, does some speed up to scenes using triplanar.
* Needed a broader search path flagBastiaan Olij2017-12-011-1/+1
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* Changed the dynamic library open function to allow setting the path of the ↵Juan Linietsky2017-11-302-4/+17
| | | | library to open extra libraries.
* Enhanced iOS and UWP logo on Export dialogIndah Sylvia2017-11-292-4/+2
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* Merge pull request #13383 from Krakean/fix_whitescreenRémi Verschelde2017-11-291-6/+6
|\ | | | | Fixed fleeting window white screen on editor/game startup
| * Fixed white screen on editor/game startup by moving window displaying to a ↵Dmitry Koteroff2017-11-291-6/+6
| | | | | | | | bit later phase
* | Merge pull request #13387 from rraallvv/refactorRémi Verschelde2017-11-2910-18/+10
|\ \ | | | | | | Add target helper functions and refactor (master)
| * | disable caching for targets using helper functionsRhody Lugo2017-11-2810-18/+10
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* / Fix inverted relative mouse motion in HTML5 exportLeon Krause2017-11-291-2/+2
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* use the same cache for all branches for appveyorRhody Lugo2017-11-288-10/+20
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* Allow customizing user:// path (folder in OS::get_data_path())Rémi Verschelde2017-11-261-6/+9
| | | | | | | | This allows to specify any valid folder name (including with subfolders) to use as user:// on all platforms. The folder is constrained to the platform-specific OS::get_data_path() (typically what `XDG_DATA_HOME` resolves to). Fixes #13236.
* Merge pull request #13278 from eska014/jseval-returntypesRémi Verschelde2017-11-251-40/+8
|\ | | | | Remove contrived JavaScript.eval() return types
| * Remove contrived JavaScript.eval return typesLeon Krause2017-11-251-40/+8
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* | Fix build on macOS and Android after bc2e8d99Rémi Verschelde2017-11-251-1/+1
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* | Completed bc2e8d99e5ae0dbd69e712cc71da3033f5f30139 so that windows can be builtIndah Sylvia2017-11-251-1/+1
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* | Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky2017-11-255-20/+20
| | | | | | | | | | | | wrong function, leading to unnecesary copy on writes and reduced performance.
* | Allow to specify multiple resolution Android iconsRuslan Mustakov2017-11-241-15/+42
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* | Merge pull request #13130 from endragor/gdnative-android-exportRémi Verschelde2017-11-211-50/+90
|\ \ | | | | | | Proper GDNative export on Android
| * | Proper GDNative export on AndroidRuslan Mustakov2017-11-211-50/+90
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* | | Merge pull request #13133 from endragor/resurrect-file-loggingRémi Verschelde2017-11-2112-62/+19
|\ \ \ | | | | | | | | Return and repair file logging
| * | | Return and repair file loggingRuslan Mustakov2017-11-2112-62/+19
| |/ / | | | | | | | | | And make it configurable, too.
* / / Native pan and zoom for macOSBernhard Liebl2017-11-211-11/+43
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* | Allow configuring iOS exportRuslan Mustakov2017-11-219-93/+500
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - EditorExportPlugin's _export_begin accepts all the arguments related to the current export (is_debug, path, flags). - EditorExportPlugin API is extended with methods allowing to configure iOS export: add_ios_framework, add_ios_plist_content, add_ios_linker_flags, add_ios_bundle_file. - iOS export template now contains Godot as a static library so that it can be linked with third-party Frameworks and GDNative static libraries. - Adds method to DirAccess for recursive copying of a directory. - Fixes iOS export to work with Xcode 9 (released recently).
* | Merge pull request #12387 from santouits/x1111Rémi Verschelde2017-11-202-47/+40
|\ \ | |/ |/| Fix x11 boot logo position in fullscreen and in maximized
| * Fix x11 boot logo position in fullscreen and in maximizedsantouits2017-10-262-47/+40
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* | Merge pull request #13061 from eska014/html5-exportRémi Verschelde2017-11-201-12/+56
|\ \ | | | | | | Export boot splash image and add option for custom HTML shell file in HTML5 export
| * | Export boot splash and add custom HTML file option in HTML5 exportLeon Krause2017-11-201-12/+56
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* | | Merge pull request #13053 from akien-mga/methods-mkstrRémi Verschelde2017-11-204-7/+7
|\ \ \ | | | | | | | | Remove need to _MKSTR version strings and rename "revision" to "build"
| * | | Rename the version's "revision" to "build"Rémi Verschelde2017-11-201-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | That "revision" was inherited from SVN days but had been since then used to give information about the build: "custom_build", "official", "<some distro's build>". It can now be overridden with the BUILD_NAME environment variable.
| * | | Pass engine name and version parts as proper stringsRémi Verschelde2017-11-204-7/+7
| | | | | | | | | | | | | | | | | | | | | | | | Removes the need for _MKSTR all over the place which has the drawback of converting _MKSTR(UNKNOWN_DEFINE) to "UKNOWN_DEFINE" instead of throwing a compilation error.
* | | | Set android 'compileSdkVersion' to 24Konstantin Zaitsev2017-11-201-1/+1
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* | | Merge pull request #12988 from akien-mga/xdg-home-pathsRémi Verschelde2017-11-2022-51/+211
|\ \ \ | | | | | | | | Add support for XDG Base Directory spec
| * | | Use new XDG folders to dehardcode pathsRémi Verschelde2017-11-194-9/+9
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| * | | Add initial support for the XDG Base Directory specRémi Verschelde2017-11-198-10/+170
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html (latest as of this commit). Three virtual methods are added to OS for the various XDG paths we will use: - OS::get_data_path gives XDG_DATA_HOME, or if missing: ~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_config_path gives XDG_CONFIG_HOME, or if missing: ~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_cache_path gives XDG_CACHE_HOME, or if missing: ~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows So for Windows there are no changes, for Linux we follow the full split spec and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot. Support for system-wide installation of templates on Unix was removed for now, as it's a bit hackish and I don't think anyone uses it. user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by default, but when using the application/config/use_shared_user_dir option it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame. For now everything still goes in EditorSettings::get_settings_dir(), but this will be changed in a later commit to make use of the new splitting where relevant. Part of #3513.
| * | | EditorSettings: Rename settings_path to settings_dirRémi Verschelde2017-11-174-9/+9
| | | | | | | | | | | | | | | | Also to prepare for upcoming refactoring for XDG support.
| * | | Rename OS::get_data_dir to OS::get_user_data_dirRémi Verschelde2017-11-1714-34/+34
| | | | | | | | | | | | | | | | | | | | Will be needed to avoid confusion with system data path (XDG_DATA_HOME) and editor data dir in upcoming refactoring.
* | | | Merge pull request #13045 from akien-mga/gles2-cleanupRémi Verschelde2017-11-1919-70/+30
|\ \ \ \ | |_|/ / |/| | | Cleanup old references to GLES2 renderer
| * | | Cleanup old references to GLES2 rendererRémi Verschelde2017-11-1919-70/+30
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | | | Merge pull request #13044 from eska014/enginejsRémi Verschelde2017-11-194-82/+124
|\ \ \ \ | | | | | | | | | | Change HTML5 start-up API
| * | | | Change HTML5 start-up APILeon Krause2017-11-194-82/+124
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Rename engine.start() to startGame(), new start() takes string arguments handed directly to main(). Rename Engine.loadEngine() to load(). Add setLocale(), setResizeCanvasOnStart(), setExecutableName() and preloadFile().
* | | | | Merge pull request #13033 from MednauN/masterRémi Verschelde2017-11-191-0/+3
|\ \ \ \ \ | |_|/ / / |/| | | | Add currency code to iOS product details response
| * | | | Add currency code to iOS product details responseEvgeny Zuev2017-11-191-0/+3
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* | | | Merge pull request #12961 from eska014/platform-docRémi Verschelde2017-11-198-35/+171
|\ \ \ \ | |_|/ / |/| | | Facilitate documenting platform-exclusive classes
| * | | Facilitate exposing platform-exclusive interfaces to all platformsLeon Krause2017-11-188-35/+171
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This makes the interfaces available, without implementation, in other platforms and the editor, which facilitates documenting platform-exclusive classes. Platform-exclusive APIs must be set up in platform/<platform>/api/api.cpp. Provide noop method-implementations where necessary. Also setup and document the HTML5 platform's JavaScript singleton.