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* IME context detection.Saracen2018-06-111-0/+5
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* Fix #19033Guilherme Felipe2018-05-201-0/+1
| | | | | | | - Fix a bug when mouse is confined don't update the cursor shape. - Don't let the mouse leave the window when resizing to a smaller resolution when MOUSE_MODE_CONFINED. - Fix set_borderless_window to preserve the actual video_mode.widht/height.
* Merge pull request #14622 from bruvzg/non-rectangular-windowsHein-Pieter van Braam2018-05-081-0/+13
|\ | | | | Experimental support for windows with per-pixel transparency.
| * Experimental support for windows with per-pixel transparency (macOS, X11 and ↵bruvzg2018-04-071-0/+13
| | | | | | | | Windows).
* | Local debugger fixes and extensionsBlazej Floch2018-05-071-0/+1
|/ | | | | | | | | - Adds q/quit option to console debugging - Adds options (variable_prefix) - Breaks into debugger with Ctrl-C in local debug mode (Unix/Windows) - Added option to list all breakpoints - Fixes add/remove breakpoint bug (invalid path parsing) - Minor cleanup
* Clean and expose get_audio/video_driver_* funcs on OS classMarcelo Fernandez2018-03-041-6/+0
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* Merge pull request #15564 from RandomShaper/adpod-topmostRémi Verschelde2018-02-141-0/+2
|\ | | | | Add new window setting: always on top
| * Add new window setting: always on topPedro J. Estébanez2018-01-051-0/+2
| | | | | | | | Implemented for Windows and Linux.
* | Merge pull request #15864 from GodotExplorer/pr-get_unique_id-desktop-implRémi Verschelde2018-02-141-0/+4
|\ \ | | | | | | Implement more methods for OS on Desktop platforms
| * | Windows: implement OS.get_unique_id and OS.set_ime_positiongeequlim2018-01-311-0/+4
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* | | Added OS::center_window to center the window precisely on desktop platformsMarcelo Fernandez2018-02-121-0/+1
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* / Implement OS::get_processor_count() for WindowsHein-Pieter van Braam2018-01-291-0/+3
|/ | | | | | | | | Current this is hardcoded as '1' for any platform except Unix. The little is_wow64() dance is required to get correct output on a 32bit compiled godot running on 64bit Windows according to MSDN. This code should be UWP safe but I have no way to test that so it's not implemented for UWP yet.
* 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/+1
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* Merge pull request #12814 from guilhermefelipecgs/add_hardware_custom_cursorRémi Verschelde2018-01-031-0/+3
|\ | | | | Custom hardware-accelerated mouse cursor
| * Add implementation for custom hardware cursorGuilherme Silva2017-12-171-0/+3
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* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Add epic hack so vsync can be toggled in run-time from script. Fixes #14458.Juan Linietsky2017-12-161-2/+2
| | | | Call needs to be routed via visual server to reach the proper thread.
* Fix type mismatch in OS::set_borderless_windowRémi Verschelde2017-12-141-1/+1
| | | | Closes #14663.
* -Add lightmapperJuan Linietsky2017-12-141-0/+2
| | | | | | -Fixes to unwrapper (remove degenerates), makes Thekla not crash -Added optional cancel button in EditorProgress -Added function to force processing of events (needed for cancel button)
* Remove guards for the now targeted Windows 7+Pedro J. Estébanez2017-12-061-3/+1
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* Improve/fix multitouch on WindowsPedro J. Estébanez2017-12-061-2/+5
| | | | | | | - Fix logic error. - Track touches to enable defensive handling and releasing on focus out. - Change comment-out by preprocessor `#if`. - Track/report coordinates as float.
* Changed the dynamic library open function to allow setting the path of the ↵Juan Linietsky2017-11-301-1/+1
| | | | library to open extra libraries.
* Return and repair file loggingRuslan Mustakov2017-11-211-1/+0
| | | | And make it configurable, too.
* Add initial support for the XDG Base Directory specRémi Verschelde2017-11-191-1/+7
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html (latest as of this commit). Three virtual methods are added to OS for the various XDG paths we will use: - OS::get_data_path gives XDG_DATA_HOME, or if missing: ~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_config_path gives XDG_CONFIG_HOME, or if missing: ~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_cache_path gives XDG_CACHE_HOME, or if missing: ~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows So for Windows there are no changes, for Linux we follow the full split spec and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot. Support for system-wide installation of templates on Unix was removed for now, as it's a bit hackish and I don't think anyone uses it. user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by default, but when using the application/config/use_shared_user_dir option it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame. For now everything still goes in EditorSettings::get_settings_dir(), but this will be changed in a later commit to make use of the new splitting where relevant. Part of #3513.
* Rename OS::get_data_dir to OS::get_user_data_dirRémi Verschelde2017-11-171-1/+1
| | | | | Will be needed to avoid confusion with system data path (XDG_DATA_HOME) and editor data dir in upcoming refactoring.
* Make video mode initialization more intuitive, fixes #12022Juan Linietsky2017-11-091-2/+0
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* Implemented physics plugAndreaCatania2017-11-041-6/+1
| | | | | | | | | | | | | | | | | | | | Moved init_physics Implemented physics 2D plug Fix clang Fix clang Fix static check Fix clang Fix static check Moved physics server initialization Moved physics server settings initialization
* OS::execute can now read from stderr too when executing with a pipeMarcelo Fernandez2017-10-031-1/+1
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* Merge pull request #11568 from endragor/loggersAndreas Haas2017-10-021-3/+1
|\ | | | | Extract logging logic
| * Extract logging logicRuslan Mustakov2017-09-251-3/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Previously logging logic was scattered over OS class implementations with plenty of duplication. Major changes in this commit: - Extracted logging logic into a separate Logger hierarchy. It allows easy configuration of logging mechanism depending on compile-time or run-time configuration. - Implemented RotatedFileLogger which is usually used with StdLogger, providing persistency of logs. It is often important to be able to obtain logs of the game even in production to be able to understand what happened prior to some problem. On mobile there previously was no way to obtain the logs aside from having the device connected to your machine. - flush() is not performed in release mode for every logged line. It is only performed for errors.
* | FileSystemDock will now remove files/dirs to trashcan using OS::move_to_trashMarcelo Fernandez2017-09-251-0/+2
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* Rename pos to position in user facing methods and variablesletheed2017-09-201-1/+1
| | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* Merge pull request #11230 from maxim-sheronov/fix_enum_bindingsThomas Herzog2017-09-151-1/+1
|\ | | | | Fix enums bindings
| * Fix enums bindingsMaxim Sheronov2017-09-131-1/+1
| | | | | | | | | | Add missed bindings for enums Move some enums to class to have correct output of api.json
* | Added a crash handler to dump the backtrace on Windows, Linux and OS XMarcelo Fernandez2017-09-131-0/+6
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* Added new WASAPI driver for WindowsMarcelo Fernandez2017-08-271-0/+4
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* p_screen param from get_screen_* funcs now default to the current screenMarcelo Fernandez2017-08-211-3/+3
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* Fix get_screen_* funcs returning old values after resolution changes on WindowsMarcelo Fernandez2017-08-141-10/+0
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-1/+1
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* added an optional parameter to OS symbol lookupKarroffel2017-07-271-1/+1
| | | | | | | | When looking up a symbol from a library, previously an error was shown when the symbol did not exist. That caused confusion when the lookup was completely optional. This adds a new parameter to that method so that those errors can be handled manually if needed.
* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-1/+1
| | | | -Added system for feature overrides, it's pretty cool :)
* Fixed issues with borderless windows on WindowsMarcelo Fernandez2017-07-091-0/+2
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* Fix a few issues compiling windows and using VS2015 and earlierBastiaanOlij2017-05-231-2/+1
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* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-0/+1
| | | | this might cause bugs I haven't found yet..
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-1/+1
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* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-1/+1
| | | | | | | | Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* added dlscript moduleKarroffel2017-04-031-3/+3
| | | | | | | | | This module was written by bojidar-bg and me, with the help of ClikCode and touilleMan. This adds a module to Godot that enables the use of dynamic libraries as a source for scripts. That also allows third party libraries to be linked to Godot more easily and without creating modules. For a readme see https://github.com/GodotNativeTools/godot_headers/blob/master/README.md