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* updated OAHashMap to use robinhood hashingkarroffel2018-05-031-3/+3
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* Merge pull request #17196 from RandomShaper/improve-gui-touchRémi Verschelde2018-05-023-21/+127
|\ | | | | Implement universal translation of touch to mouse (3.1)
| * Implement universal translation of touch to mousePedro J. Estébanez2018-04-303-21/+127
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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. ** Summary of changes to settings: ** - `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse` - New setting: `input/pointing_devices/emulate_mouse_from_touch`
* | Merge pull request #18291 from akien-mga/coverity-uninitialized-scalar-varRémi Verschelde2018-05-012-4/+2
|\ \ | | | | | | Fix Coverity reports of uninitialized scalar variable
| * | Fix Coverity reports of uninitialized scalar variableRémi Verschelde2018-04-192-4/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Fixes most current reports on Coverity Scan of uninitialized scalar variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html These happen most of the time (in our code) when instanciating structs without a constructor (or with an incomplete one), and later returning the instance. This is sometimes intended though, as some parameters are only used in some situations and should not be double-initialized for performance reasons (e.g. `constant` in ShaderLanguage::Token).
* | | Change ".." punctuation for "..." in editor strings (#16507)Hugo Locurcio2018-04-221-3/+3
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* | | Enable DynamicFont oversampling by defaultHugo Locurcio2018-04-191-2/+2
|/ / | | | | | | | | This results in a better DynamicFont appearance when scaled, which is especially noticeable when using the `2d` scaling mode.
* | Merge pull request #16902 from groud/analog_action_systemJuan Linietsky2018-04-182-4/+16
|\ \ | |/ |/| Allow actions to provide an analog value
| * Allow actions to provide an analog valueGilles Roudiere2018-04-162-4/+16
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* | Implement Input.set_default_cursor_shape to change the default shapeGuilherme Felipe2018-04-102-0/+12
| | | | | | | | Closes #18043
* | Allow set_custom_mouse_cursor use same cursor(image) with different shapes.Guilherme Felipe2018-04-092-10/+0
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* Merge pull request #17730 from RandomShaper/radio-buttons-in-menusJuan Linietsky2018-04-071-0/+4
|\ | | | | Radio buttons in menus
| * Add radio-button-looking entries to PopupMenuPedro J. Estébanez2018-03-271-0/+4
| | | | | | | | | | | | | | | | | | | | They work exactly the same as current checkbox-decorated items, but in order to preserve compatibility, separate methods are used, like `add_radio_check_item()`. The other option would have been to add a new parameter at the end of `add_check_item()` and the like, but that would have forced callers to provide the defaults manually. `is_item_checkable()`, `is_item_checked()` and `set_item_checked()` are used regardless the item is set to look as check box or radio button. Keeping check in the name adds an additional clue about these facts. Closes #13055.
* | Fix segfault on x11n4nn313552018-04-051-1/+1
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* Add --print-fps option to output FPS to stdoutRémi Verschelde2018-03-211-4/+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.
* Open textfile in textmodeShyRed2018-03-161-1/+1
| | | | Open mapping files in textmode as they are textfiles.
* SCons: properly close files when reading controller mappingsRémi Verschelde2018-03-162-6/+6
| | | | Fixup to #17296.
* Merge pull request #17296 from cart/controller-mapping-autogenHein-Pieter van Braam2018-03-157-289/+1183
|\ | | | | Generate controller mapping class from one or more SDL2 database files
| * Generate controller mapping class from one or more SDL2 database filesCarter Anderson2018-03-057-289/+1183
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* | Fix debugger_stdout_settings being ignoredBernhard Liebl2018-03-151-13/+13
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* | Properly closing all files in Python codeViktor Ferenczi2018-03-111-36/+35
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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.
* Fix typos with codespellluz.paz2018-02-211-1/+1
| | | | | | | | | | | | | | Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
* 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 Etcheverry2018-02-182-1/+7
|\ | | | | Makes project manager never initialize mono debug.
| * Makes project manager never initialize mono debug.Pieter-Jan Briers2018-02-162-1/+7
| | | | | | | | | | | | | | | | 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).
* | | Merge pull request #16407 from Calinou/project-manager-allow-hidpiRémi Verschelde2018-02-141-8/+23
|\ \ \ | | | | | | | | Always detect and use hiDPI in the project manager if needed
| * | | 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.
* | | | Add Xbox One Elite and Xbox 360 Afterglow padsBrandon DeRosier2018-02-131-0/+2
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* | | 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 Verschelde2018-01-182-2/+2
| | | | | | | | | | | | 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 Verschelde2018-01-0532-3/+33
| | | | | | | | | | | | 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 Verschelde2018-01-033-17/+7
|\ | | | | Custom hardware-accelerated mouse cursor
| * Add implementation for custom hardware cursorGuilherme Silva2017-12-173-17/+7
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* | Update copyright statements to 2018Rémi Verschelde2018-01-0132-66/+66
| | | | | | | | Happy new year to the wonderful Godot community!