| Commit message (Collapse) | Author | Age | Files | Lines |
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(cherry picked from commit 1c419531a009f48aa074f9b5f93b98d387c33723)
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Implement universal translation of touch to mouse (3.0)
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Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*)
The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers.
Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse.
*: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest.
On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction.
Plus: Improve/fix tracking of current mouse position.
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Works both for the editor and games.
Projects can still use "debug/settings/stdout/print_fps" to enable it
permanently. The --print-fps option takes precedence (so works even if
the project setting is disabled). That setting is also no longer redefined
on the fly based on the verbose flag, that was a mess.
(cherry picked from commit 10fa69285cc97bdb3cc0b842bd53edad34509b08)
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(cherry picked from commit 2b728de8f2a7a79dc150b3ed7a03428c92136ad4)
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Implemented for Windows and Linux.
(cherry picked from commit ee2c31d306e9333b520e0668f26807d876905241)
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I forgot to amend my previous commit.
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After 3f8a4cc7193e964f716fde2cd28a946669e2d8d6 trying to run an
individual scene on a project without a main scene fails. We move the
check until after we've determined whether or not we're trying to run an
individual scene.
We also stop trying to show the project manager if any game pack is
found at all, unless the user explicitly asks for the project manager to
be shown.
(cherry picked from commit b4215c991aa6a43464dcb983e85d4374dea23c69)
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(cherry picked from commit 95b8984d5f453f4fc324a9221982abecf3fb4ce9)
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The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were
several places hardcoding their own variant of the version string, potentially
with bugs (e.g. forgetting the patch number when defined).
The new logic defines:
- VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1)
- VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch',
depending on whether the latter is defined (e.g. 3.1.4)
- VERSION_FULL_CONFIG, which contains the version status (e.g. stable)
and the module-specific suffix (e.g. mono)
- VERSION_FULL_BUILD, same as above but with build/reference name
(e.g. official, custom_build, mageia, etc.)
Note: Slight change here, as the previous format had the build name
*before* the module-specific suffix; now it's after
- VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed
with "Godot v" for readability
Bugs fixed thanks to that:
- Export templates version matching now properly takes VERSION_PATCH
into account by relying on VERSION_FULL_CONFIG.
- ClassDB hash no longer takes the build name into account, but limits
itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant
for the API hash).
- Docs XML no longer hardcode the VERSION_STATUS, this was annoying.
- Small cleanup in Windows .rc file thanks to new macros.
(cherry picked from commit 23ebae01dc7e3df9c842ca7d017f7b233837721d)
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Some flags were still parsed but either did nothing or broke everything.
No reason to parse them.
(cherry picked from commit dd198262779c20fcb96a1b7484c77e21f4cf4ba1)
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(cherry picked from commit 4bfb504c2f047660ce85fda96657d5cb27415f19)
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The heuristic whether we're in the project manager inside GDMono
didn't work if the project manager was launched by not having any path
to run.
This is fixed now by making a Main::is_project_manager().
(cherry picked from commit 10998380799f25cb3198c62f29e30e743c6013ac)
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This makes its hiDPI behavior consistent with the editor.
(cherry picked from commit 55a2bffac9ca2db40f5bd1dfad0e1c3b28400171)
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Check for a main scene after loading project settings and exit if there's none (except if launching in editor mode).
(cherry picked from commit 3f8a4cc7193e964f716fde2cd28a946669e2d8d6)
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Fixes #15981
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Using v1.11.0 from https://github.com/lucasdemarchi/codespell
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This is important for some GDNative bindings and probably for Mono. They
may keep references to audio objects which are freed when they are
unregistered. If AudioServer is already deleted at that point, it causes
segfaults.
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Limit number of errors and messages sent by runner
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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.
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Custom hardware-accelerated mouse cursor
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Happy new year to the wonderful Godot community!
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If a scene is modified and a user closes the editor and selects the "Save
and exit" option in the modal dialog -- the editor crashes. This appears
to be a result of the message queue being memdeleted AFTER visual servers
have been destroyed. Remnant textures handled by the message queue throw a
NRE when their own ~Texture destructors reference the visual servers.
This fixes bugs: #12946 and #12813.
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Sorry for the churn
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Setting the vsync in the main thread, after the rendering thread starts
and takes the OpenGL context fails, so we need to do that before.
Also, for some reason, the main thread cannot make current the context
anymore.
Fixes #13447
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customizable for editor too)
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Restore rendering on a separate thread
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And make it configurable, too.
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Fix x11 boot logo position in fullscreen and in maximized
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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.
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really use"
This reverts commit ca194033061b4b29fe00d8e9bddf2f0478b3c3f0.
See discussion in https://github.com/godotengine/godot/commit/ca194033061b4b29fe00d8e9bddf2f0478b3c3f0#commitcomment-25715906
It also did not fix the issue it claimed to fix.
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Facilitate documenting platform-exclusive classes
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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.
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a lot more cpu. Fixes #11030
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