| Commit message (Collapse) | Author | Age | Files | Lines |
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Fix gcc lto
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This repairs LTO on X11 and adds it to MingW targets. The difference in
linktime is substantial, but runtime performance is quite a bit better.
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Enable building against system zstd.
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This release hides many struct members which provides easier forward
compatibility but is a break from previous releases. A few small macros
provide compatibility between both 1.1.0 and 1.0.x.
Fixes #8624.
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Fix TrustManager for Android
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Create separate debug info files by default
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Now that we have a built-in stacktrace on a segfault it would be useful
to have debug information on debug_release builds so that bugreports can
include this information. Without this debug info we will still get
function names in the backtrace but not file location.
This commit will by default build all targets with minimal debug info
and then strip the information into separate files. On MacOS this is a
.dSYM file, on Linux/MingW this is a .debug file. MacOSX will
automatically load a dSYM file if it exists in its debugger. On
Linux/MingW we create a 'gnu debuglink' meaning that gdb and friends
will automatically find the debug symbols if they exist.
Existing workflow for developers does not change at all, except that we
now create two instead of one build artifact by default.
This commit also adds a 'debug_symbols' option to X11, MacOS, and MingW
targets. The default is 'yes' which corresponds to -g1. The alternatives
are 'no' (don't generate debug infos at all) or 'full' which runs with
-g2. A target=debug build will now build with -g3.
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X11 - Adding borders back to a borderless window was not working.
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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.
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Set Android minSdkVersion to 18
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It's the minimum version where GLES 3 API is available. It is already
the version Godot binary is compiled with for Android, but the config
files were not updated in time.
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Regression from 844c5e12e664e3212feacc9ee3200e116556fbc7
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Fix crash when no audio driver is available
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Fix enums bindings
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Add missed bindings for enums
Move some enums to class to have correct output of api.json
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Seems like this property isn't present on some gamepads...
Fixes #10958
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Fixed loading package from resource folder, exporting textures to bun…
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added a bit of feedback for a debug compile
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Implemented DirAccess get_drive and get_drive_count for OS X
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X11 - Hint the window manager to disable desktop compositing in fullscreen mode
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Fix unused variable warnings
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The forth in my quest to make Godot 3.x compile with -Werror on GCC7
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Remove assignment and declarations in if statements
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After discussing with @reduz and @akien-mga it was decided that we do
not allow assignments or declarations in if statements. This PR removes
the instances of this I could find by automated means.
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HTML5 start-up overhaul with download progress display
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- Implement promise-based JS interface for custom HTML page
integration
- Add download progress callback
- Add progress bar and indeterminate spinner to default HTML page
- Try downloading files multiple times when failing
- Get rid of godotfs.js
- Separate steps for engine initialization, game initialization and game
start
- Allow multiple games on one HTML page
- Substitution placeholders only used in .html file
- Placeholders renamed: $GODOT_BASE => $GODOT_BASENAME,
$GODOT_TMEM -> $GODOT_TOTAL_MEMORY
- Emscripten Module is now Engine.RuntimeEnvironment (no longer a global)
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Prevent sending MainLoop notifications before initialized
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The second in my quest to make Godot 3.x compile with -Werror on GCC7
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Fix signed and unsigned comparisons
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The first in my quest to make Godot 3.x compile with -Werror on GCC7
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