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* Change ".." punctuation for "..." in editor strings (#16507)Hugo Locurcio2018-06-051-3/+3
| | | | (cherry picked from commit 1c419531a009f48aa074f9b5f93b98d387c33723)
* Merge pull request #18082 from RandomShaper/improve-gui-touch-3.0Hein-Pieter van Braam2018-05-131-5/+8
|\ | | | | Implement universal translation of touch to mouse (3.0)
| * Implement universal translation of touch to mousePedro J. Estébanez2018-04-301-5/+8
| | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | Add --print-fps option to output FPS to stdoutRémi Verschelde2018-04-291-4/+12
| | | | | | | | | | | | | | | | | | | | | | 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)
* | Fix debugger_stdout_settings being ignoredBernhard Liebl2018-04-281-13/+13
| | | | | | | | (cherry picked from commit 2b728de8f2a7a79dc150b3ed7a03428c92136ad4)
* | Add new window setting: always on topPedro J. Estébanez2018-04-141-0/+10
|/ | | | | | Implemented for Windows and Linux. (cherry picked from commit ee2c31d306e9333b520e0668f26807d876905241)
* Add missing #endif for the main.cpp fix.Hein-Pieter van Braam2018-02-261-0/+1
| | | | I forgot to amend my previous commit.
* Allow running with a custom resource without a main sceneHein-Pieter van Braam2018-02-261-10/+24
| | | | | | | | | | | | | 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)
* Add --quit option to help output and update manpageRémi Verschelde2018-02-241-2/+3
| | | | (cherry picked from commit 95b8984d5f453f4fc324a9221982abecf3fb4ce9)
* Refactor version macros and fix related bugsRémi Verschelde2018-02-241-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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)
* Ignore tools CLI flags in non-tools builds.Pieter-Jan Briers2018-02-221-5/+11
| | | | | | | | Some flags were still parsed but either did nothing or broke everything. No reason to parse them. (cherry picked from commit dd198262779c20fcb96a1b7484c77e21f4cf4ba1)
* Added an auto quit and auto build flag to the command line options.Nathan Warden2018-02-211-1/+18
| | | | (cherry picked from commit 4bfb504c2f047660ce85fda96657d5cb27415f19)
* Makes project manager never initialize mono debug.Pieter-Jan Briers2018-02-191-1/+6
| | | | | | | | | | 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)
* Always detect and use hiDPI in the project manager if neededHugo Locurcio2018-02-191-8/+23
| | | | | | This makes its hiDPI behavior consistent with the editor. (cherry picked from commit 55a2bffac9ca2db40f5bd1dfad0e1c3b28400171)
* Fix bug when launching a game with no main scenePaul Joannon2018-02-191-0/+9
| | | | | | 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)
* Print FPS setting now only prints the game FPSZephilinox2018-01-231-1/+1
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* Rename Fixed Fps to Physics Fps on Project Settingsvolzhs2018-01-231-1/+1
| | | | Fixes #15981
* Fix typos in code and docs with codespellRémi Verschelde2018-01-181-1/+1
| | | | Using v1.11.0 from https://github.com/lucasdemarchi/codespell
* Fix crash when closing the editorMariano Suligoy2018-01-161-3/+3
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* Destroy AudioServer after other non-core types are unregisteredRuslan Mustakov2018-01-111-5/+5
| | | | | | | 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.
* Merge pull request #15297 from poke1024/runner-limit-errsRémi Verschelde2018-01-071-0/+2
|\ | | | | Limit number of errors and messages sent by runner
| * Limit number of errors and messages sent by runnerBernhard Liebl2018-01-031-0/+2
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* | Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | | | | | | | 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.
* | Change OS::initialize signature to return Error (fix segfault on x11)Emmanuel Leblond2018-01-041-1/+4
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* Merge pull request #12814 from guilhermefelipecgs/add_hardware_custom_cursorRémi Verschelde2018-01-031-1/+1
|\ | | | | Custom hardware-accelerated mouse cursor
| * Add implementation for custom hardware cursorGuilherme Silva2017-12-171-1/+1
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* | Update copyright statements to 2018Rémi Verschelde2018-01-011-4/+4
| | | | | | | | Happy new year to the wonderful Godot community!
* | Editor: Respect -w command line flag.Andreas Haas2017-12-291-2/+4
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* | Fix editor crash on "save and exit" bugChong-U Lim2017-12-201-0/+1
| | | | | | | | | | | | | | | | | | | | 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.
* | Correct license headers in main.cpp and voxel_light_baker.cppHein-Pieter van Braam2017-12-201-1/+1
| | | | | | | | Sorry for the churn
* | Fix lightbaker clang-format issue and add license headersHein-Pieter van Braam2017-12-201-1/+1
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* | Added font oversampling supportJuan Linietsky2017-12-191-0/+4
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* Added custom editor splash (including sponsor logo).Juan Linietsky2017-12-161-0/+6
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* GDScript files are converted to binary on export now.Juan Linietsky2017-12-141-0/+5
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* Fixes vsync setting ignored when using a separate thread for renderingStefano Bonicatti2017-12-091-3/+1
| | | | | | | | | 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
* Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-071-1/+0
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* Disable logger by default.Juan Linietsky2017-11-261-1/+1
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* Modified low processor sleep to 8000 and made it customizable (should be ↵Juan Linietsky2017-11-221-1/+4
| | | | customizable for editor too)
* Merge pull request #11895 from m4nu3lf/rendering/separate_threadJuan Linietsky2017-11-211-2/+0
|\ | | | | Restore rendering on a separate thread
| * Restore rendering on a separate threadm4nu3lf2017-11-181-2/+0
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* | Return and repair file loggingRuslan Mustakov2017-11-211-2/+9
| | | | | | | | And make it configurable, too.
* | Merge pull request #12387 from santouits/x1111Rémi Verschelde2017-11-201-0/+2
|\ \ | | | | | | Fix x11 boot logo position in fullscreen and in maximized
| * | Fix x11 boot logo position in fullscreen and in maximizedsantouits2017-10-261-0/+2
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* | | Pass engine name and version parts as proper stringsRémi Verschelde2017-11-201-1/+1
| | | | | | | | | | | | | | | | | | 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.
* | | Revert "change low cpu delay to 1 usec, should make editor smoother and not ↵Rémi Verschelde2017-11-191-2/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | | Merge pull request #12961 from eska014/platform-docRémi Verschelde2017-11-191-0/+3
|\ \ \ | | | | | | | | Facilitate documenting platform-exclusive classes
| * | | Facilitate exposing platform-exclusive interfaces to all platformsLeon Krause2017-11-181-0/+3
| | |/ | |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* / | change low cpu delay to 1 usec, should make editor smoother and not really useJuan Linietsky2017-11-171-1/+2
|/ / | | | | | | a lot more cpu. Fixes #11030
* | Move singleton management from ProjectSettings to EngineLeon Krause2017-11-141-1/+1
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* | fixes to initialization orderJuan Linietsky2017-11-091-7/+13
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