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* Fix `--help` output, allow renderer override from command line ↵bruvzg2018-03-021-2/+5
| | | | (`--video-driver`).
* Allow running with a custom resource without a main sceneHein-Pieter van Braam2018-02-261-15/+16
| | | | | | | | | | | 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.
* Add --quit option to help output and update manpageRémi Verschelde2018-02-241-2/+3
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* Refactor version macros and fix related bugsRémi Verschelde2018-02-231-1/+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.
* Added an auto quit and auto build flag to the command line options.Nathan Warden2018-02-191-1/+18
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* Prevent loading project-specific config in Project ManagerRémi Verschelde2018-02-191-28/+21
| | | | | | | The Project Manager should share the same settings as the editor most of the time. The whole init stuff with Main::setup and Main::start needs a good cleanup though. Fixes #15199.
* Merge pull request #16749 from PJB3005/18-02-16-project-manager-mono-debug-fixIgnacio Etcheverry2018-02-181-1/+6
|\ | | | | Makes project manager never initialize mono debug.
| * Makes project manager never initialize mono debug.Pieter-Jan Briers2018-02-161-1/+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().
* | Ignore tools CLI flags in non-tools builds.Pieter-Jan Briers2018-02-171-5/+11
|/ | | | | | Some flags were still parsed but either did nothing or broke everything. No reason to parse them.
* Merge pull request #15564 from RandomShaper/adpod-topmostRémi Verschelde2018-02-141-0/+10
|\ | | | | Add new window setting: always on top
| * Add new window setting: always on topPedro J. Estébanez2018-01-051-0/+10
| | | | | | | | Implemented for Windows and Linux.
* | Merge pull request #15741 from paulloz/bug-no-main-sceneRémi Verschelde2018-02-141-0/+9
|\ \ | | | | | | Fix bug when launching a game with no main scene
| * | Fix bug when launching a game with no main scenePaul Joannon2018-01-151-0/+9
| | | | | | | | | | | | Check for a main scene after loading project settings and exit if there's none (except if launching in editor mode).
* | | Always detect and use hiDPI in the project manager if neededHugo Locurcio2018-02-131-8/+23
| | | | | | | | | | | | This makes its hiDPI behavior consistent with the editor.
* | | 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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* | Make video mode initialization more intuitive, fixes #12022Juan Linietsky2017-11-091-28/+23
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