| Commit message (Collapse) | Author | Age | Files | Lines |
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Since we want to distribute only the fat binary in the official templates, this should
make it work out of the box. 32 bits and 64 bits options are still available for people
that want them, but will throw an error if the binaries are not in the template zip.
(cherry picked from commit 02aeac12d1e0638ad223190b2eb5c6845090b4ed)
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(cherry picked from commit 10c512e46d57034b2fd6f408e0fec37f17e972e5)
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Fixes #4489
(cherry picked from commit dc8c14548833d6d1ffe209ecc37e442bc5259b3f)
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(cherry picked from commit 4beeff94335938ba0249aea69c4e47024b08bf64)
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(cherry picked from commit 7e3044981ef3ed2a71270e331f2a36f57d5ec0c5)
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(cherry picked from commit b09dbaa78e716078806fdf1f88dea279d7d3c257)
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When moving or resizing the window, Windows spins up a seperate event-loop, effectively blocking the normal one.
To work around this, we're starting a timer that will continue sending WM_TIMER messages which we can use to keep the mainloop running.
fixes #4695
(cherry picked from commit 6856c5249104d2b69fe297ff7546092e3bb23555)
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(cherry picked from commit 9e751178eb45d048d6edafdd13663fd2dea047f9)
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(cherry picked from commit bf44275b1af5f8757162ebbd81bdbccdfcf61a26)
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Add additional/alternative WM_CLASS; only affects the game window, avoids redundancy and allows finer control in WMs (#5265)
(cherry picked from commit dd1ad3175715d7a1eea089a4d9ecec8cb3a516fd)
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(cherry picked from commit 456b7733fca2af68c1943597e181d7bcd81edc78)
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Tested IAP function on device.
(cherry picked from commit a5a5bdef25f95008e7c4ddecf48694c43000fbdf)
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(cherry picked from commit 591be5df25be713bfe9b34a93b72b33e6e6f989e)
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(cherry picked from commit 780fa60072eb1957eb1e4abdcf4fbd2a9e5bda95)
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(cherry picked from commit e6bbe9199436c1c0e9467f4d1bd02d465374ddf6)
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Fix #3438
(cherry picked from commit c48ffed87a189c3543e0bb2a8056f24b5f7d19cb)
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fixes #5155
(cherry picked from commit fc7adf0b4c2d501ca2732d366156ad32e187a912)
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This allows us not to have to hack our definitions in the upstream files,
making it easier to upgrade to newer versions in the future.
For the include paths to work, the headers are moved to a GL subfolder to
match their upstream location.
(cherry picked from commit 768e9252714b57421b5c893a8258469a14630a30)
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Partial revert of f61eb5fd8e13642c82364f8ee66a0f6c791a4511.
(cherry picked from commit 4c658dc52303ece088a245ede2835a68b78530b2)
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Can't create user data folder when project name has ``\ / : * ? " < > |`` characters on OS_Windows & OS_Unix.
So, change it to ``-`` to be able to make folder.
fixes #4928 and it's altanative to #4986.
(cherry picked from commit 9073dc99634285edc3b4886467871c14100f8233)
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Fixed get_window_position that missed a return on OSX.
(cherry picked from commit 76ab7d3886c5a5e7c777e3cd9869e7b428247c06)
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They were wrongly placed, creating a file named "-fpic" instead of
applying "-fpic" to the build. This file was in .gitignore, which made it
less noticiable.
This also adds build.gradle to .gitignore.
(cherry picked from commit 408c26ce0bc3847ed956a6993faa2619cd942da2)
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(cherry picked from commit bb223869e0d016d372d8f3d98b3d5680cc069368)
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(cherry picked from commit e6e878e139eb48f587bf4f6e111b08ebf0121749)
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EditorExportPlatformOSX::EditorExportPlatformOSX
(cherry picked from commit ba0fbe4f79622e739ffa5a03a61d772fea7a47d5)
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error occurred when register additional directory for android module on windows.
### config.py ###
```
def can_build(plat):
return plat=="android"
def configure(env):
if (env['platform'] == 'android'):
env.android_add_res_dir("android/res")
```
(cherry picked from commit 5eb14d3af08a97e71222a8972996d86e3ceed54b)
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binary that contains both 32 bits and 64 bits binaries
(cherry picked from commit eeb83982e2eb4b70e43d45f9fdfe5a54f08576eb)
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It was a duplicate of NDK_TARGET, and not used for anything.
(cherry picked from commit 5e0f0a962adddfc85957400b007b6b0c08160057)
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(cherry picked from commit b697de92efab8ddd9796a1f396cebfb159be11b0)
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The change in `tools/doc/doc_data.cpp` is needed because the MSVC
compiler does not support variable length arrays.
Fix #4113
(cherry picked from commit 9424c6c58f0b33f06807936958978e907574a845)
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Also Enables automatic detection of architecture for the MSVC compilers.
Builds without assembly optimisations for x64
Closes issue #3098
Signed-off-by: Aleksandar Danilovic <greatgames.alexandar@gmail.com>
(cherry picked from commit 7762e1afe60d6cf3ae310a4cf0af0e25ae5d18c6)
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Should fix #4428.
* Minimize button is not hidden anymore
(cherry picked from commit 8fb7280f39600b1fec6f5a88fba29aecb0caa9b4)
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Fixes #1452.
(cherry picked from commit 94274b9ab517aac175d205636f8561ff76d45eda)
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Based on code by @ratsdiov.
Closes #1733
(cherry picked from commit 2cd8e86aa016fe8c61a48889529aa81284f6d889)
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(cherry picked from commit 6962fd91c6c03ceec91e8f25242ca5c638dfea03)
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(cherry picked from commit ab4caa79538750d7557308dd4f83d6b17d9bdd22)
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It's no longer maintained and Chrome-specific, so it's not a viable solution
to deploy Godot games in browsers. The current prefered alternative is asm.js
(platform/javascript), and we're looking forward to WebAssembly.
(cherry picked from commit ec606f94dc259cd4d22b11e9147789b87ed73738)
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It was apparently never fully functional and has not been maintained.
Flash itself is nowadays clearly a deprecated technology, so there will
not be further work on it. platform/javascript and the upcoming
WebAssembly technologies should have a brighter future.
(cherry picked from commit f368d380e708bd39589a309e2611b55306b78b3a)
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Fallback to KeyboardEvent property `charCode` is absence of both `key`
and `char` for retrieval of unicode value.
(cherry picked from commit 45b90f16ca080c601e6bf7038979eabb6b7eaa3e)
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Scancodes work, but unicode values are now completely broken in some
browser/OS combinations.
(cherry picked from commit 0e9eefb7d4d3d3b10558ade0fea5ea9656a7cace)
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- remove unused resources in platform/android/java/res/values/strings.xml
- add korean language resource for apk expansion download screen
(cherry picked from commit e94e710893960d9b6581c0c669a436173185d596)
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(cherry picked from commit 5907a007dc2e9dd7c89649cfed42dbc0239e4b42)
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(cherry picked from commit 391095e0efe075268b892ff47a5885f5a6e2706f)
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The 4.9 version is the default one, people can still build using 4.8
with older NDK versions by setting the (optional) NDK_TARGET
and NDK_TARGET_X86 environment variables.
(cherry picked from commit a0fb5b5f95f0d4ce90766301ddce4e5f199fb125)
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(cherry picked from commit 0a5472e697dee57956c2583a50bc5cf5faada5d8)
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It was added in 30d0ca9 for the Steam build but only enabled
when parsing a ._sc_ file that would define it.
It is now available for all users to toggle, in and outside of Steam.
Fixes #4073.
(cherry picked from commit c58494038702876403687e5b76a100f077b8d9b3)
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(cherry picked from commit 9e026fecef94c5bc52ecddf6db5ec60c76b2e3be)
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(cherry picked from commit 4a4f2479146aa33e235ed57cde311efda68d3c8f)
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