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iPhone X support and iOS-related fixes
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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.
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Travis: Use XCode 9.3 / macOS 10.13 for osx/iphone builds
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Update classref and docs, fix missing parameters' name
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Fixed colour region calculation for the first line, issue 18104
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NetworkedMultiplayerEnet: Add disconnecting/kicking peers
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Implement Input.set_default_cursor_shape to change the default shape
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Closes #18043
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CoreAudio: Fix iphone build after audio device refactor (#17742)
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We disabled them due to Travis having big infrastructure issues for osx builds,
but it seems to be back under control now.
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LineEdit placeholder alignment, content margins, and overflow bugs
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LineEdit doesn't correctly uses style margins nor use placeholders
width correctly, causing multiple rendering bugs.
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[DOCS] Navigation & Navigation2D
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Add support for radio-looking items with icon
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Letting users of `PopupMenu` use them. `OptionButton` was one of those interested and is updated in this commit.
Fixes #18063.
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Allow set_custom_mouse_cursor to use same cursor(image) with different shapes
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WASAPI audio driver compile fix on mingw
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Make Button not emit press when container is scrolled
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This fixes the problem described in #13996 in a proper way.
This also adds "deadzone" property to ScrollContainer. It can be used
on mobile, where taps are not as precise as mouse clicks. Player could
slightly move their finger when tapping, in which case we still want
the button to be pressed rather than the container to be scrolled.
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Made Node.print_tree() print prettily
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Add new transform tutorial to the appropriate classes
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Corrected area overlap cleaning
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Fix of RigidBody's configuration warning for Z axis
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Resolves Incorrect Quaternion Conversion
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Fixes https://github.com/godotengine/godot/issues/18025
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Fix custom cursor when it's hidden
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[Linux] Ensures that the custom cursor will be used when changing to
MOUSE_MODE_VISIBLE. Fix #3086
[Windows] Fix cursor flickering when MOUSE_MODE_HIDDEN.
[Mac] Fix possible cursor flicker when MOUSE_MODE_HIDDEN.
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Drag to Rearrange Editor Docks
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[DOCS] SceneTree
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Fixed bug #17929. Inconsistent sort in file manager.
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This commit fix a bug #17929
(https://github.com/godotengine/godot/issues/17929)
in file manager. I'm just added sorting of files list
in method FileSystemDock::_update_files.
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Fixed colour regions and added local colour region cache
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