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<title>godot.git/misc/dist/ios_xcode, branch mirror</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org
</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom?h=mirror</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom?h=mirror'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2018-04-11T07:53:24Z</updated>
<entry>
<title>iPhone X support and iOS-related fixes</title>
<updated>2018-04-11T07:53:24Z</updated>
<author>
<name>Ruslan Mustakov</name>
</author>
<published>2018-04-10T10:35:30Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=1d9a3a9b1c9ef7db26e53c8aeaab731992cffd6e'/>
<id>urn:sha1:1d9a3a9b1c9ef7db26e53c8aeaab731992cffd6e</id>
<content type='text'>
Starting from April 2018 Apple no longer accepts apps that do not
support iPhone X. For games this mainly means respecting the safe area,
unobstructed by notch and virtual home button. UI controls must be
placed within the safe area so that users can interact with them.

This commit:

- Adds OS::get_window_safe_area method that returns unobscured area of
  the window, where interactive controls should be rendered.

- Reorganizes how launch screens are exported - the previous way was
  incorrect and modern iPhones did not pick up the correct screens and
  because of that used a non-native resolution to render the game.

- Adds launch screen options for iPhone X.

- Makes launch screens optional in the export template. If not
  specified, a white screen will be used.

- Adds App Store icon (1024x1024) export option as it now has to be
  bundled with the app instead of being provided in iTunes Connect.

- Fixes crash when launching games in iOS Simulator. It happened because
  controllerWasConnected callback came before the engine was
  initialized. Now in such case the controllers will be queued up and
  registered after initialization is done.

- Fixes issue with the virtual keyboard where for some reason
  autocorrection panel would intersect with the keyboard itself and not
  allow you to use the top row of the keyboard. This is fixed by
  disabling autocorrection altogether.

Closes #17358. Fixes #17428. Fixes #17331.
</content>
</entry>
<entry>
<title>Add missing copyright headers and fix formatting</title>
<updated>2018-01-05T00:22:23Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2018-01-04T23:50:27Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=e4213e66b2dd8f5a87d8cf5015ac83ba3143279d'/>
<id>urn:sha1:e4213e66b2dd8f5a87d8cf5015ac83ba3143279d</id>
<content type='text'>
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.
</content>
</entry>
<entry>
<title>Allow configuring iOS export</title>
<updated>2017-11-20T18:16:49Z</updated>
<author>
<name>Ruslan Mustakov</name>
</author>
<published>2017-10-02T15:01:43Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=8f0f327f0207cbde27bbfba3ac106b9457d7201b'/>
<id>urn:sha1:8f0f327f0207cbde27bbfba3ac106b9457d7201b</id>
<content type='text'>
 - 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).
</content>
</entry>
<entry>
<title>Sign iOS dylibs before packaging</title>
<updated>2017-10-16T03:35:58Z</updated>
<author>
<name>Ruslan Mustakov</name>
</author>
<published>2017-10-16T03:30:14Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=011d997840a95a45294ce44036bf3aee7642285c'/>
<id>urn:sha1:011d997840a95a45294ce44036bf3aee7642285c</id>
<content type='text'>
These changes allow to open the exported project in XCode and Run it
immediately to begin debugging. Before these changes you'd have to
sign GDNative libs and change Build Configuration manually.
</content>
</entry>
<entry>
<title>Enhance iOS export</title>
<updated>2017-09-25T17:18:08Z</updated>
<author>
<name>Ruslan Mustakov</name>
</author>
<published>2017-09-04T13:10:03Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f5b3b24c22186f50b3e57fc162ef9790f288c704'/>
<id>urn:sha1:f5b3b24c22186f50b3e57fc162ef9790f288c704</id>
<content type='text'>
 - The export process now builds complete .ipa on macOS, instead of just
   creating XCode project.

 - The project includes Capabilities games usually require: Game Center,
   Push Notifications, In-App Purchase.

 - Icons and launch screens can be specified in export preset.
</content>
</entry>
<entry>
<title>Use HTTPS URL for Godot's website in the headers</title>
<updated>2017-08-27T12:16:55Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-08-27T12:16:55Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=bd282ff43f23fe845f29a3e25c8efc01bd65ffb0'/>
<id>urn:sha1:bd282ff43f23fe845f29a3e25c8efc01bd65ffb0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add "Godot Engine contributors" copyright line</title>
<updated>2017-04-07T22:11:42Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-04-07T22:11:42Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=df61dc4b2bd54a5a40c515493c76f5a458e5b541'/>
<id>urn:sha1:df61dc4b2bd54a5a40c515493c76f5a458e5b541</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Remove redundant subfolder in iOS template</title>
<updated>2017-03-26T20:03:58Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-03-26T20:03:58Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=1a0d1bb18dc392ffdeef43451b8190f79b02d424'/>
<id>urn:sha1:1a0d1bb18dc392ffdeef43451b8190f79b02d424</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Reorder the folders in tools to prepare moving tools/editor</title>
<updated>2017-02-08T23:08:27Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-02-08T23:07:44Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=b87a232668d9f9f3b32c2fceb60bc5f6ef46df22'/>
<id>urn:sha1:b87a232668d9f9f3b32c2fceb60bc5f6ef46df22</id>
<content type='text'>
- `certs` and `editor_fonts` go to `thirdparty`
- `dist` and `scripts` go to a new `misc` folder
- `collada` and `doc` go to `tools/editor`

The next step will be to rename `tools/editor` to `editor` directly,
but this will be done at the right time to avoid breaking too many PRs.
</content>
</entry>
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