Commit Graph

152 Commits

Author SHA1 Message Date
1426cd3b3a One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".

Backported from #70885.
2023-01-10 15:26:54 +01:00
be3017114f Silence Input.vibrate_handheld() warning as it's already documented
The warning causes messages to be spammed if you are calling this
method in a game that runs on both desktop and mobile platforms,
unless you guard all calls to `Input.vibrate_handheld()` with
`OS.has_feature("mobile") or OS.has_feature("web")`.

Since the limitation is already documented (and is obvious enough
given the method's name), the warning message is redundant.

(cherry picked from commit 4a991887bf)
2022-12-18 10:32:04 +08:00
b0b759e6da SCons: Cleanup DEBUG, _DEBUG and NDEBUG defines
- `_DEBUG` is MSVC specific so it didn't make much sense to define for
  Android and iOS builds.
- iOS was the only platform to define `DEBUG`. We don't use it anywhere
  outside thirdparty code, which we usually don't intend to debug, so it
  seems better to be consistent with other platforms.
- Consistently define `NDEBUG` to disable assert behavior in both `release`
  and `release_debug` targets. This used to be set for `release` for all
  platforms, and `release_debug` for Android and iOS only.
- Due to the above, I removed the only use we made of `assert()` in Godot
  code, which was only implemented for Unix anyway, should have been
  `DEV_ENABLED`, and is in PoolAllocator which we don't actually use.
- The denoise and recast modules keep defining `NDEBUG` even for the `debug`
  target as we don't want OIDN and Embree asserting all over the place.

(cherry picked from commit 26e9145c26)
2022-12-12 14:49:21 +01:00
0873cf0656 Keep a single, portable implementation of OS::get_processor_count()
(cherry picked from commit 6bf02c0162)
2022-12-12 14:47:37 +08:00
1be078ebcb Fix Time.get_unix_time_from_system() not including msecs 2022-08-08 20:31:51 +08:00
0bed7ea63f Merge pull request #61316 from bruvzg/tts_3x
[3.x] Backport text-to-speech support.
2022-08-05 23:45:51 +02:00
26762a71b6 Merge pull request #58537 from winterpixelgames/feature/virtual-keyboard-types-3.x 2022-08-05 19:37:13 +02:00
fb7ecc748f [3.x] HTML5: Add support for Input.vibrate_handheld() 2022-07-28 13:20:05 +03:00
ce24b48e50 Add support for multiple virtual keyboard types 2022-07-07 14:22:28 -04:00
6489fe890e Backport text-to-speech support. 2022-07-01 11:04:50 +03:00
0470392930 [3.x] Improve architectures in OS::has_feature and make it work on MSVC 2022-06-05 23:16:13 -05:00
bea7c9be5d [3.x] Improve embedded PCK loading and exporting. 2022-04-28 11:11:48 +03:00
2ff0735329 Added primary clipboard for Linux 2022-03-14 15:28:36 +01:00
7f9e974a8b Add an OS.get_processor_name() method
This method can be used to get the CPU model name.
It can be used in conjunction with
`VisualServer.get_video_adapter_name()` and
`VisualServer.get_video_adapter_vendor()` for annotating benchmarks
and automatic graphics quality configuration.
2022-02-16 18:39:02 +01:00
a0c6d16c90 Add editor vital redraws only option
When editor continuous redraws is switched off, the editor only redraws when a redraw_request was issued by an element in the scene. This works well in most situations, but when scenes have dynamic content they will continuously issue redraw_requests.

This can be fine on high power desktops but can be an annoyance on lower power machines.

This PR splits redraw requests into high and low priority requests, defaulting to high priority. Requests due to e.g. shaders using TIME are assigned low priority.

An extra editor setting is used to record the user preference and an extra option is added to the editor spinner menu, to allow the user to select between 3 modes:

* Continuous
* Update all changes
* Update vital changes
2022-02-02 11:26:45 +00:00
76297e744d Add OS.has_clipboard() to check clipboard content 2022-01-19 20:19:06 +08:00
879244c54e Merge pull request #56015 from bruvzg/phy_code_conv 2022-01-16 11:36:26 +01:00
a627cdafc5 Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00
6f81a8ee2c Fix multiple missing UTF-8 decoding.
(cherry picked from commit c69e0d16bc)
2022-01-06 21:44:40 +01:00
b4ec1c5817 Backport: Allow for mapping scancodes to current layout
Co-authored-by: Frixuu <kontakt@lukasz.xyz>
2021-12-17 13:04:47 +02:00
5fe78a3a25 Add support for PowerPC family
(cherry picked from commit 3a84a64d2f)
2021-11-15 17:22:46 +01:00
abdf931832 Add off-screen GL context 2021-11-09 12:19:12 +01:00
42d385b312 clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 13:23:38 +02:00
5659120af3 [3.x] Add support for the RISC-V architecture
Supports RV64GC (RISC-V 64-bit with general-purpose and compressed-instruction extensions)
2021-10-22 12:51:23 -05:00
7c9e06f936 Merge pull request #48686 from bruvzg/bundle_icon_3 2021-09-30 14:55:41 +02:00
b4fc24b73f Implement OS::get_locale_language() helper method
This method extracts the 2 or 3-letter language code from `OS::get_locale()`,
making it easier for users to identify the "main" language code for users
that might have different OS locales due to different OS or region, but
should be matched to the same translation (e.g. "generic" Spanish).

Fixes #40703.

(cherry picked from commit def99c7baf)
2021-09-21 20:33:12 +02:00
c88d1608ab Add partial support for Android scoped storage.
This is done by providing API access to app specific directories which don't have any limitations and allows us to bump the target sdk version to 30.
In addition, we're also bumping the min sdk version to 19 as version 18 is no longer supported by Google Play Services and only account of 0.3% of Android devices.
2021-08-13 11:04:17 -07:00
8db0bd4424 OS: Fix used resource debug prints
These methods were broken by 22419082d9
5 years ago and nobody complained, so maybe they're not so useful...
But at least this should restore them to a working state.

(cherry picked from commit 8c3a6b10a9)
2021-08-06 13:24:02 +02:00
6914d7c6e0 Add frame delta smoothing option
Frame deltas are currently measured by querying the OS timer each frame. This is subject to random error. Frame delta smoothing instead filters the delta read from the OS by replacing it with the refresh rate delta wherever possible.

This PR also contains code to estimate the refresh rate based on the input deltas, without reading the refresh rate from the host OS.
2021-07-14 08:44:31 +01:00
7e03bd1671 Remove duplicate WARN_PRINTS macro 2021-06-18 12:57:59 +01:00
6d63ccba31 Add OS.get_external_data_dir() to get Android external directory 2021-06-10 16:48:37 +01:00
914b5dc525 Remove duplicate orientation settings in the iOS export preset
The screen orientation is now sourced from the Project Settings
like it is done for Android already.
2021-05-25 23:55:37 +02:00
3b0c071ce2 [macOS] Prefer .app bundle icon over the default one. 2021-05-13 09:30:56 +03:00
e96f0ea1d7 Android: Remove non-functional native video OS methods
Those methods are only properly implemented for iOS.

Supersedes #43811.
2021-05-07 16:42:17 +02:00
140350d767 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2021-05-05 15:02:01 +02:00
a828398655 Style: Replaces uses of 0/NULL by nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
b5e1e05ef2 Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
3d15f04668 Style: clang-format: Disable AllowShortIfStatementsOnASingleLine 2021-05-04 14:45:15 +02:00
94fe2dd31e Fix Godot returned status code on unexpected error 2021-02-25 18:39:29 +01:00
49646383f1 Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
d6fecf7686 Main: Create user data dir in setup()
Custom backport of #39563 with preliminary change to make
`OS::ensure_user_data_dir()` public as done in f8a79a9.

Fixes #32488.
2021-01-08 10:24:48 +01:00
c0b394572f Fix Return key events in LineEdit & TextEdit on Android
Depending on the device implementation, editor actions could be
received with different action ids or not at all for multi-line.

Added a parameter to virtual keyboards to properly handle single-line
and multi-line cases in all situations.

Single-line:
Input type set to text without multiline to make sure actions are sent.
IME options are set to DONE action to force action id consistency.

Multi-line:
Input type set to text and multiline to make sure enter triggers new lines.
Actions are disabled by the multiline flag, so '\n' characters are
handled in text changed callbacks.
2020-07-17 18:25:40 +02:00
fe0adc4f77 Keep debug & verbose options after loading project from project manager
(cherry picked from commit b2d27214aa)
2020-07-10 08:51:21 +02:00
dc8b7b3b17 Move frame delaying functions from Main to OS.
Will allow specific platforms to override it and avoid blocking on the
main/GUI thread.

(cherry picked from commit 1b6e3458b2)
2020-07-02 13:52:02 +02:00
2256946f79 [3.2] Add keyboard layout enumeration / set / get functions (macOS, Windows, Linux/X11). 2020-06-13 11:01:49 +03:00
424d1b5fab Print errors when calling MIDI input methods on unsupported platforms
This partially addresses #32065.

(cherry picked from commit 9c0d214776)
2020-06-04 12:09:40 +02:00
2197ef0566 Fix Android LineEdit editing bugs
(cherry picked from commit cc473b948f)
2020-05-20 12:07:08 +02:00
a3bcdbeb78 Android virtual keyboard respecting LineEdit max length. 2020-01-23 01:52:49 +00:00
d07cdc594f [macOS] Load PCK from the .app bundle resources, instead of changing working directory. 2020-01-10 18:02:29 +02:00
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00