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* Comment out code that is causing project loading to fail on osxBastiaanOlij2017-09-221-0/+12
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* UWP: Fix build issue about Object ambiguityGeorge Marques2017-09-211-16/+16
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* Merge pull request #11458 from volzhs/fix-trustmanager-masterRémi Verschelde2017-09-211-16/+4
|\ | | | | | | | | Fix TrustManager for Android [ci skip]
| * Fix TrustManager for Androidvolzhs2017-09-211-16/+4
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* | Merge pull request #11243 from hpvb/add-debug-info-on-releaseRémi Verschelde2017-09-217-19/+65
|\ \ | | | | | | Create separate debug info files by default
| * | Create separate debug info files by defaultHein-Pieter van Braam2017-09-167-19/+65
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Now that we have a built-in stacktrace on a segfault it would be useful to have debug information on debug_release builds so that bugreports can include this information. Without this debug info we will still get function names in the backtrace but not file location. This commit will by default build all targets with minimal debug info and then strip the information into separate files. On MacOS this is a .dSYM file, on Linux/MingW this is a .debug file. MacOSX will automatically load a dSYM file if it exists in its debugger. On Linux/MingW we create a 'gnu debuglink' meaning that gdb and friends will automatically find the debug symbols if they exist. Existing workflow for developers does not change at all, except that we now create two instead of one build artifact by default. This commit also adds a 'debug_symbols' option to X11, MacOS, and MingW targets. The default is 'yes' which corresponds to -g1. The alternatives are 'no' (don't generate debug infos at all) or 'full' which runs with -g2. A target=debug build will now build with -g3.
* | | Merge pull request #11141 from fcobos/x11_borderless_switch_fixRémi Verschelde2017-09-211-0/+10
|\ \ \ | |_|/ |/| | X11 - Adding borders back to a borderless window was not working.
| * | Adding borders back to a borderless window was not working.Felix M. Cobos2017-09-121-0/+10
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* | | Rename pos to position in user facing methods and variablesletheed2017-09-2012-17/+17
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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 #11432 from endragor/min-sdk-version-18Rémi Verschelde2017-09-202-9/+9
|\ \ \ | | | | | | | | | | | | | | | | Set Android minSdkVersion to 18 [ci skip]
| * | | Set Android minSdkVersion to 18Ruslan Mustakov2017-09-202-9/+9
| | | | | | | | | | | | | | | | | | | | | | | | It's the minimum version where GLES 3 API is available. It is already the version Godot binary is compiled with for Android, but the config files were not updated in time.
* | | | Return player ID after connecting to Game CenterRuslan Mustakov2017-09-201-0/+1
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* | | Fix mouse button state in HTML5 platformLeon Krause2017-09-191-8/+8
| | | | | | | | | | | | Regression from 844c5e12e664e3212feacc9ee3200e116556fbc7
* | | Fix crash handler not including stdlib.hMarcelo Fernandez2017-09-192-0/+2
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* | | Prevent running the crash_handler when a debugger is present on windowsMarcelo Fernandez2017-09-184-21/+25
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* | | Merge pull request #11252 from marcelofg55/fix_noaudio_crashRémi Verschelde2017-09-1710-82/+8
|\ \ \ | | | | | | | | Fix crash when no audio driver is available
| * | | Fix crash when no audio driver is availableMarcelo Fernandez2017-09-1310-82/+8
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* | | | Fix x11 exported executables not getting the +x flagMarcelo Fernandez2017-09-171-0/+1
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* | | Merge pull request #11230 from maxim-sheronov/fix_enum_bindingsThomas Herzog2017-09-1529-94/+98
|\ \ \ | | | | | | | | Fix enums bindings
| * | | Fix enums bindingsMaxim Sheronov2017-09-1329-94/+98
| | | | | | | | | | | | | | | | | | | | Add missed bindings for enums Move some enums to class to have correct output of api.json
* | | | X11: Fix gamepads not being added whith udev.Andreas Haas2017-09-141-1/+0
| | | | | | | | | | | | | | | | | | | | Seems like this property isn't present on some gamepads... Fixes #10958
* | | | Buildsystem: Windows cross-compilation on Linux defaults to 64-bitRémi Verschelde2017-09-131-3/+6
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* | | Added a crash handler to dump the backtrace on Windows, Linux and OS XMarcelo Fernandez2017-09-1319-23/+766
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* | | Merge pull request #11062 from BastiaanOlij/osx_datapackRémi Verschelde2017-09-134-2/+32
|\ \ \ | | | | | | | | Fixed loading package from resource folder, exporting textures to bun…
| * | | Fixed loading package from resource folder, exporting textures to bundle and ↵BastiaanOlij2017-09-084-2/+32
| | |/ | |/| | | | | | | added a bit of feedback for a debug compile
* | | Style: Apply clang-format to @reduz's changesRémi Verschelde2017-09-131-8/+6
| | | | | | | | | | | | [ci skip]
* | | Fixed issues with surround sound on audio serverMarcelo Fernandez2017-09-121-5/+6
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* | | Merge pull request #11111 from marcelofg55/drive_funcs_osxHein-Pieter van Braam2017-09-122-1/+20
|\ \ \ | | | | | | | | Implemented DirAccess get_drive and get_drive_count for OS X
| * | | Implemented DirAccess get_drive and get_drive_count for OS XMarcelo2017-09-112-1/+20
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* | | HiDPI support on Windows.. yes this is all it took.Juan Linietsky2017-09-121-0/+22
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* | | Merge pull request #11123 from fcobos/x11_bypass_compositorAndreas Haas2017-09-121-0/+11
|\ \ \ | |_|/ |/| | X11 - Hint the window manager to disable desktop compositing in fullscreen mode
| * | Hint the window manager to disable desktop compositing in fullscreen mode.Felix M. Cobos2017-09-091-0/+11
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* | Merge pull request #10908 from hpvb/fix-unused-variablesRémi Verschelde2017-09-122-49/+10
|\ \ | | | | | | Fix unused variable warnings
| * | Fix unused variable warningsHein-Pieter van Braam2017-09-082-49/+10
| |/ | | | | | | The forth in my quest to make Godot 3.x compile with -Werror on GCC7
* | Merge pull request #11026 from hpvb/fix-assign-in-ifRémi Verschelde2017-09-123-8/+23
|\ \ | | | | | | Remove assignment and declarations in if statements
| * | Remove assignment and declarations in if statementsHein-Pieter van Braam2017-09-083-8/+23
| |/ | | | | | | | | | | After discussing with @reduz and @akien-mga it was decided that we do not allow assignments or declarations in if statements. This PR removes the instances of this I could find by automated means.
* | Merge pull request #11154 from eska014/html5-startup-revampPoommetee Ketson2017-09-127-392/+392
|\ \ | |/ |/| HTML5 start-up overhaul with download progress display
| * HTML5 start-up overhaulLeon Krause2017-09-117-392/+392
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - Implement promise-based JS interface for custom HTML page integration - Add download progress callback - Add progress bar and indeterminate spinner to default HTML page - Try downloading files multiple times when failing - Get rid of godotfs.js - Separate steps for engine initialization, game initialization and game start - Allow multiple games on one HTML page - Substitution placeholders only used in .html file - Placeholders renamed: $GODOT_BASE => $GODOT_BASENAME, $GODOT_TMEM -> $GODOT_TOTAL_MEMORY - Emscripten Module is now Engine.RuntimeEnvironment (no longer a global)
* | Merge pull request #10914 from eska014/html5-main-notifRémi Verschelde2017-09-031-15/+16
|\ \ | | | | | | Prevent sending MainLoop notifications before initialized
| * | HTML5: Prevent sending MainLoop notifications before initializedLeon Krause2017-09-031-15/+16
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* | Fix typos 'a' and 'an'Poommetee Ketson2017-09-021-1/+1
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* | Fix use of unitialized variablesHein-Pieter van Braam2017-09-022-8/+10
| | | | | | | | The second in my quest to make Godot 3.x compile with -Werror on GCC7
* | Merge pull request #10846 from hpvb/fix-sign-compareRémi Verschelde2017-09-011-4/+4
|\ \ | | | | | | Fix signed and unsigned comparisons
| * | Fix signed and unsigned comparisonsHein-Pieter van Braam2017-09-011-4/+4
| | | | | | | | | | | | The first in my quest to make Godot 3.x compile with -Werror on GCC7
* | | Merge pull request #10775 from marcelofg55/buffersize_fixesRémi Verschelde2017-09-012-11/+20
|\ \ \ | | | | | | | | Corrections to audio buffer size calculations
| * | | Corrections to audio buffer size calculationsMarcelo Fernandez2017-09-012-11/+20
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* | | | Fix files headerPoommetee Ketson2017-09-017-7/+7
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* | | Merge pull request #10422 from endragor/gdnative-androidRémi Verschelde2017-08-319-288/+381
|\ \ \ | | | | | | | | Make GDNative work on Android
| * | | Make GDNative work on AndroidRuslan Mustakov2017-08-309-288/+381
| |/ / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The changes include work done to ensure that GDNative apps and Nim integration specifically can run on Android. The changes have been tested on our WIP game, which uses godot-nim and depends on several third-party .so libs, and Platformer demo to ensure nothing got broken. - .so libraries are exported to lib/ folder in .apk, instead of assets/, because that's where Android expects them to be and it resolves the library name into "lib/<ABI>/<name>", where <ABI> is the ABI matching the current device. So we establish the convention that Android .so files in the project must be located in the folder corresponding to the ABI they were compiled for. - Godot callbacks (event handlers) are now called from the same thread from which Main::iteration is called. It is also what Godot now considers to be the main thread, because Main::setup is also called from there. This makes threading on Android more consistent with other platforms, making the code that depends on Thread::get_main_id more portable (GDNative has such code). - Sizes of GDNative API types have been fixed to work on 32-bit platforms.
* | | Merge pull request #10148 from leezh/pcre2Rémi Verschelde2017-08-311-0/+5
|\ \ \ | | | | | | | | Replacement of internal RegEx with PCRE2