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* Change ".." punctuation for "..." in editor strings (#16507)Hugo Locurcio2018-04-221-7/+7
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* Provide error details when in-app purchase failsRuslan Mustakov2018-04-193-13/+14
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* Fix Android input source checksRuslan Mustakov2018-04-161-2/+2
| | | | | | Input source types are not pure bit flags, they are combinations of flags, so != 0 check was incorrect and resulted in crashes later, when trying to obtain the device.
* iPhone X support and iOS-related fixesRuslan Mustakov2018-04-116-77/+117
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Starting from April 2018 Apple no longer accepts apps that do not support iPhone X. For games this mainly means respecting the safe area, unobstructed by notch and virtual home button. UI controls must be placed within the safe area so that users can interact with them. This commit: - Adds OS::get_window_safe_area method that returns unobscured area of the window, where interactive controls should be rendered. - Reorganizes how launch screens are exported - the previous way was incorrect and modern iPhones did not pick up the correct screens and because of that used a non-native resolution to render the game. - Adds launch screen options for iPhone X. - Makes launch screens optional in the export template. If not specified, a white screen will be used. - Adds App Store icon (1024x1024) export option as it now has to be bundled with the app instead of being provided in iTunes Connect. - Fixes crash when launching games in iOS Simulator. It happened because controllerWasConnected callback came before the engine was initialized. Now in such case the controllers will be queued up and registered after initialization is done. - Fixes issue with the virtual keyboard where for some reason autocorrection panel would intersect with the keyboard itself and not allow you to use the top row of the keyboard. This is fixed by disabling autocorrection altogether. Closes #17358. Fixes #17428. Fixes #17331.
* Fix custom cursor when it's hiddenGuilherme Felipe2018-04-093-2/+15
| | | | | | | | | [Linux] Ensures that the custom cursor will be used when changing to MOUSE_MODE_VISIBLE. Fix #3086 [Windows] Fix cursor flickering when MOUSE_MODE_HIDDEN. [Mac] Fix possible cursor flicker when MOUSE_MODE_HIDDEN.
* Merge pull request #17742 from marcelofg55/audio_device_listJuan Linietsky2018-04-071-2/+2
|\ | | | | Added new audio device functions to set/get the audio device
| * Added new audio device functions to set/get the audio deviceMarcelo Fernandez2018-03-261-2/+2
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* | Remove size restriction for mouse cursorGuilherme Felipe2018-04-053-15/+12
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* | Merge pull request #17827 from bruvzg/macos_shortcut_key_remapping_fixRémi Verschelde2018-04-051-3/+106
|\ \ | | | | | | [macOS] Fix keyboard shortcuts on non QWERTY keyboard layouts.
| * | [macOS] Fix keyboard shortcuts on non QWERTY keyboard layouts.bruvzg2018-03-281-3/+106
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* | | Merge pull request #17777 from bruvzg/macos_exit_codeRémi Verschelde2018-04-041-1/+1
|\ \ \ | | | | | | | | [macOS] Return exit code specified by `OS.exit_code` parameter.
| * | | [macOS] Return exit code specified by `OS.exit_code` parameter.bruvzg2018-03-261-1/+1
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* | | Merge pull request #17792 from eska014/enginejs-preloadpathsRémi Verschelde2018-04-043-16/+33
|\ \ \ | | | | | | | | Handle directories in engine.js preloadFile()
| * | | Fix engine.js startGame() when loading from directoryLeon Krause2018-03-271-3/+14
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| * | | Allow custom path when using engine.js preloadFile() with URLLeon Krause2018-03-271-3/+3
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| * | | Fix engine.js preloadFile() with directoriesLeon Krause2018-03-271-3/+13
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| * | | Expose Emscripten libs to engine.js discreetlyLeon Krause2018-03-273-10/+6
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* | | | Merge pull request #17801 from endragor/android-input-checksRémi Verschelde2018-04-041-4/+23
|\ \ \ \ | | | | | | | | | | Add safety checks when handling Android input
| * | | | Add safety checks when handling Android inputRuslan Mustakov2018-03-271-4/+23
| | |_|/ | |/| | | | | | | | | | | | | | It is possible that input comes before the engine is fully initialized. This fixes the crashes that ocurred when that happens.
* | | | Merge pull request #17880 from litdeviant/masterRémi Verschelde2018-04-031-1/+1
|\ \ \ \ | | | | | | | | | | Fix UpdatePowerInfo method implementation in PowerIphone class
| * | | | Fix UpdatePowerInfo method implementation in PowerIphone classIgors Vaitkus2018-03-311-1/+1
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* | | | | Merge pull request #17836 from eska014/detect-emconfigRémi Verschelde2018-04-031-5/+15
|\ \ \ \ \ | | | | | | | | | | | | Detect and configure JavaScript build per Emscripten configuration file
| * | | | | Detect and configure JavaScript build per Emscripten configuration fileLeon Krause2018-03-291-5/+15
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* | | | | Merge pull request #17844 from Faless/uwp_fixRémi Verschelde2018-04-021-0/+2
|\ \ \ \ \ | |_|/ / / |/| | | | Fix UWP build after #17194
| * | | | Fix UWP build after #17194Fabio Alessandrelli2018-03-291-0/+2
| |/ / / | | | | | | | | | | | | | | | | | | | | | | | | `uwp/detect.py` was not setting the `env.msvc` variable to true causing scons to pass wrong arguments to `msvc` (using `clang/gcc` options) which in turn break the build due to `-Werror=return-type` not being recognized by ms compiler.
* | | | Fix bug in HTML5 HTTPClient.Fabio Alessandrelli2018-03-301-1/+1
| | | | | | | | | | | | | | | | | | | | The URL parameter already has a slash, adding an extra one results in an invalid resource path
* | | | Fix IPhone and OSX cross compilationFabio Alessandrelli2018-03-282-1/+7
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* | / Merge pull request #17760 from eska014/html5-refactorRémi Verschelde2018-03-267-209/+99
|\| | | |/ |/| Refactor HTML5 platform build script
| * Refactor JavaScript platform build scriptLeon Krause2018-03-267-209/+99
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* | Revert "Implement OS_OSX::execute"bruvzg2018-03-232-50/+0
| | | | | | | | This reverts commit e42576548f2c0ae2c6cb24ce2b0437ffb8978d65.
* | Fix dragging window from non-retina to retina display.bruvzg2018-03-221-0/+1
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* | Fix several in-class initialization clang warningMarcelo Fernandez2018-03-222-1/+2
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* | Merge pull request #17653 from eska014/rwlock-dummyRémi Verschelde2018-03-211-1/+1
|\| | | | | Add RWLockDummy for NO_THREADS builds
| * Add RWLockDummy for NO_THREADS buildsLeon Krause2018-03-201-1/+1
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* | Prevent android to split-screenXavier Sellier2018-03-211-1/+2
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* | Merge pull request #17645 from volzhs/android-device-infoRémi Verschelde2018-03-201-2/+8
|\ \ | | | | | | Fix getting Android device information
| * | Fix getting Android device informationvolzhs2018-03-201-2/+8
| |/ | | | | | | Fix #17644
* / Implement OS_OSX::executebruvzg2018-03-192-0/+50
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* Disable Emscripten assertions in release_debug buildsLeon Krause2018-03-181-1/+2
| | | | The messages generated by some assertions can be confusing to users.
* Fix typo in engine.jsLeon Krause2018-03-161-2/+2
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* Fix MinGW cross-buildbruvzg2018-03-151-2/+3
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* Added missing import BoolVariableBastiaan Olij2018-03-152-2/+3
| | | | Didn't like the missing BoolVariable :)
* Check only for WebGL 1.0, move test to HTML fileLeon Krause2018-03-152-12/+15
| | | | | | | | Whether to use WebGL 1.0 or 2.0 can only be determined at runtime after reading project settings, so check for the lower version. The test is now in the HTML file, so if desired WebGL 2.0 can be checked early by changing the behaviour there.
* Enable SCons to autodetect Windows MSVC compilerGary Oberbrunner2018-03-132-155/+213
| | | | | | | | | | | | | | | | | | | | | | | | | | | | SCons has good compiler detection logic for MSVC compilers. Up to now, Godot hasn't used it; it depends on passed-in OS environment vars from a specific Visual Studio cmd.exe windows. This makes it harder to build from a msys or cygwin shell. This change allows SCons to autodetect Visual Studio unless it sees VCINSTALLDIR in the os.environ. It also adds a 'msvc_version' arg for manual specification of compiler version, and uses the existing 'bits' arg to specify the target architecture. More detail could be added as desired. It also adds 'use_mingw' to always use mingw, even if Visual Studio is installed. That uses the existing mingw setup logic. If people are used to building Godot in a Visual Studio cmd window, this should not change the behavior in that case, since VCINSTALLDIR will be set in those windows. (However, note that you could now unset that var and build with any other MSVC version or target arch, even in that window.) I refactored much of platform/windows/detect.py during this, to simplify and clarify the logic. I also cleaned up a bunch of env var settings in windows/detect.py and SConstruct to use modern SCons idioms and simplify things. I suspect this will also enable using the Intel compiler on Windows, though that hasn't been tested.
* Merge pull request #17311 from marcelofg55/export_err_checksRémi Verschelde2018-03-131-4/+6
|\ | | | | Improved error checking at EditorExportPlatformPC::export_project
| * Improved error checking at EditorExportPlatformPC::export_projectMarcelo Fernandez2018-03-061-4/+6
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* | Merge pull request #17440 from viktor-ferenczi/issue-5042Rémi Verschelde2018-03-132-15/+14
|\ \ | | | | | | Properly closing all files in Python build code
| * | Properly closing all files in Python codeViktor Ferenczi2018-03-112-15/+14
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* | | fix iOS build - error due to GLES2 missing include (with the advice from ↵Yannick Le Duc2018-03-131-0/+1
|/ / | | | | | | bruvzg[m] on irc)
* / Reinstate WebGL 1.0 driver in HTML5 platformLeon Krause2018-03-071-6/+23
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