Commit graph

4609 commits

Author SHA1 Message Date
Thomas ten Cate
8a17f94ab2 Some fixes for initial window position and size
- X11: set main window position and size hints correctly
- All platforms: update minimum and maximum size of main window at
  startup

Fixes #70984
2023-02-14 12:15:14 +01:00
Hugo Locurcio
074d87d718
Update PCK embedding SCons warning message to mention mold linker
mold is now part of the SCons `linker` option.
2023-02-13 10:55:37 +01:00
Fredia Huya-Kouadio
b53e9614b8 Fix the issue causing long-press on a selected node on the scene tree to trigger both the context menu and the rename functionality 2023-02-12 21:04:36 -08:00
Emmanouil Papadeas
c36460060e
Further refactoring to AudioDriver implementations after #69120.
- Rename all instances of `capture_start()` and `capture_end()` to their new
  names. Fixes #72892.
- More internal renames to match what was started in #69120.
- Use `override` consistently so that such refactoring bugs can be caught.
- Harmonize the order of definition of the overridden virtual methods in each
  audio driver.
- Harmonize prototype for `set_output_device` and `set_input_device`.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2023-02-09 11:02:00 +01:00
Rémi Verschelde
c4fb119f03
Merge pull request #72816 from m4gr3d/downgrade_vulkan_warning
Downgrade the vulkan abort logic to a warning
2023-02-08 11:24:48 +01:00
Fredia Huya-Kouadio
9d83e807e7 Downgrade the vulkan abort logic to a warning
This addresses issues where some drivers are reporting they don't meet the vulkan hardware level 1 support requirements even though they render as expected when the check is removed.
2023-02-07 16:16:58 -08:00
bruvzg
80dc7713f9
[X11] Do not suppress structure/focus events on popup close to correctly return focus. 2023-02-07 12:13:34 +02:00
Rémi Verschelde
09b2c5fd05
Merge pull request #72552 from m4gr3d/cleanup_custom_build_main
Rename Godot's 'custom build' to 'gradle build' to better reflect the underlying build process
2023-02-06 22:50:22 +01:00
Rémi Verschelde
dcb1de1b6c
Merge pull request #72806 from m4gr3d/add_vulkan_filter_when_necessary
Improve logic to detect whether vulkan is used for rendering
2023-02-06 22:48:02 +01:00
Fredia Huya-Kouadio
21e18c1c41 Improve logic to detect whether vulkan is used for rendering 2023-02-06 10:13:02 -08:00
Rémi Verschelde
491c8ff4ee
Merge pull request #72780 from m4gr3d/add_vulkan_filter_when_necessary
Improve vulkan capability detection on Android
2023-02-06 15:40:15 +01:00
bruvzg
103f671ada
[X11] Fix IME window focus events. 2023-02-06 09:18:16 +02:00
Fredia Huya-Kouadio
034fd15b8a Improve vulkan capability detection on Android
- Add runtime check and abort when the device doesn't meet the requirements for vulkan support
- Add filters to the AndroidManifest when exporting with a vulkan renderer
2023-02-05 18:47:38 -08:00
Rémi Verschelde
d8c3fc1f56
Merge pull request #72624 from pkdawson/fix-last-focus
DisplayServerWindows: Update `last_focused_window` when the focused subwindow is deleted
2023-02-03 06:24:05 +01:00
Markus Sauermann
6165498d0e Fix windowsize for fullscreen windows on windowcreation on Windows
Fortunately the location in the codebase was easy to find because there
was a FIXME comment.
2023-02-02 22:40:03 +01:00
Patrick Dawson
cba1fd7cca DisplayServerWindows: Update last_focused_window when the focused subwindow is deleted 2023-02-02 21:41:36 +01:00
Fredia Huya-Kouadio
ca593f2f89 Rename Godot's 'custom build' to 'gradle build' to better reflect the underlying build process. 2023-02-02 07:17:31 -08:00
Hugo Locurcio
e7779dc62d
Use a "warning" icon in OS.alert() on Linux/*BSD
This is the same icon as used on Windows.
2023-02-02 15:17:15 +01:00
Rémi Verschelde
6daf4d6008
Merge pull request #72307 from zoeesilcock/fix/splash-minimum-display-time-macos
[MacOS] Fix so that the main window is displayed before the splash screen minimum display time starts counting
2023-02-02 09:38:01 +01:00
Fredia Huya-Kouadio
a715a00d76 Clean up the XR export logic
Remove the XR export logic from the legacy build system:
- On Android, Godot 4 export requires the use of Android plugins which are not supported by the legacy build system
- Provides added flexibility for configuring the Android manifest for XR specific capabilities.
2023-02-01 14:42:40 -08:00
Zoee Silcock
85ff7a2d2a Fix so that the main window is displayed before the splash screen minimum display time starts counting on Mac OS 2023-02-01 16:21:58 +01:00
Rémi Verschelde
e52213e2fa
More codespell fixes, do more changes from previous ignore list 2023-02-01 12:11:36 +01:00
Rémi Verschelde
010a873b5b
Merge pull request #72495 from m4gr3d/implement_file_provider
Implement file provider capabilities
2023-02-01 11:10:28 +01:00
Rémi Verschelde
707ccc09ab
Merge pull request #72104 from bruvzg/popup-non-popups
Extend special popup window handling to any non-popup child of a popup.
2023-02-01 11:07:39 +01:00
bruvzg
9f42649823
[X11] Fix IME subwindow in the popup not getting input focus. 2023-02-01 11:10:10 +02:00
Fredia Huya-Kouadio
bdbeb0772f Implement file provider capabilities
The previously used file sharing api was restricted after Android N causing the engine to crash whenever used on devices running Android N or higher.
2023-02-01 01:03:50 -08:00
Rémi Verschelde
b8ef55a427
Merge pull request #71174 from RedMser/fix-confined-mouse-mode-update
Fix confined mouse mode not updating on resize
2023-01-31 15:56:29 +01:00
Rémi Verschelde
eedc4553b5
Merge pull request #72426 from fire/4-warnings
Fixed a few godot engine 4 warnings on clang with Opengl and Windows …
2023-01-31 10:54:18 +01:00
K. S. Ernest (iFire) Lee
f8be889133 Fixed a few godot engine 4 warnings on clang with Opengl and Windows apis. 2023-01-30 17:00:02 -08:00
Juan Linietsky
28f51ba547 Refactor high quality texture import
* Only two texture import modes for low/high quality now:
  * S3TC/BPTC
  * ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.

This solves the following problems:

* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
2023-01-30 15:53:23 +01:00
Rémi Verschelde
39b53f730a
Merge pull request #72370 from bruvzg/dead_xim
[X11] Add support for dead keys without active IME. Fix IME focus and cleanup.
2023-01-30 13:28:47 +01:00
Rémi Verschelde
bde3310f02
Merge pull request #71995 from Faless/net/4.x_tls_verify
[NET] Refactor TLS configuration.
2023-01-30 13:28:31 +01:00
bruvzg
4c50ac3921
[X11] Add support for dead keys without active IME. Fix IME focus and cleanup. 2023-01-30 13:31:48 +02:00
Fabio Alessandrelli
7cd80e6a6d [Net] Remove StreamPeerTLS.blocking_handshake option.
Which was unused internally, and can be replaced by:

```
while tls.get_status() == tls.STATUS_HANDSHAKING:
  tls.poll()
```
2023-01-28 11:08:02 +01:00
Fabio Alessandrelli
adba870534 [NET] Refactor TLS configuration.
Use a TLSOptions configuration object which is created via static
functions.

- "TLSOptions.client": uses the standard CA and common name verification.
- "TLSOptions.client_unsafe": uses optional CA verification (i.e. if specified)
- "TLSOptions.server": is the standard server configuration (chain + key)

This will allow us to expand the TLS configuration options to include
e.g. mutual authentication without bloating the classes that uses
StreamPeerTLS and PacketPeerDTLS as underlying peers.
2023-01-28 11:08:02 +01:00
Fredia Huya-Kouadio
179646e593 Update the XR manifest configs
Remove the ones provided automatically by the loaders, and the ones enabled by the default on the platform.
Fixes https://github.com/GodotVR/godot_openxr_loaders/issues/19
2023-01-27 17:59:28 -08:00
Rémi Verschelde
f0e3c3f4c3
Merge pull request #72168 from RandomShaper/sensible_lock_return
Booleanize various sync primitives' wait & locking methods
2023-01-27 15:40:43 +01:00
Pedro J. Estébanez
f630940591 Booleanize various sync primitives' wait & locking methods 2023-01-27 11:15:30 +01:00
Rémi Verschelde
a0a633ae58
Merge pull request #72102 from Riteo/keymapx11-scope-goodness
Put KeyMappingX11 stuff inside its own scope
2023-01-27 10:30:20 +01:00
daviirodrig
240374c58f Fix split allow empty string in SSH export plugin 2023-01-27 05:09:30 -03:00
bruvzg
30a89b58e2
[Android] Fix virtual keyboard special keys. 2023-01-26 18:46:37 +02:00
Rémi Verschelde
3870861056
Merge pull request #72106 from m4gr3d/fix_godot_android_editor_4_crash_after_running_game
Fix the issue causing the Godot Android Editor to crash when returning from the launched and running game
2023-01-26 15:58:12 +01:00
Fredia Huya-Kouadio
ec4d720850 Fix the issue causing the Godot Android Editor to crash when returning from the launched and running game
The issue was caused because the running game pid was not set, and thus had a value of `0`. When trying to stop the running game, the `EditorRun::stop()` logic would kill the process with pid 0, which on Android corresponds to the running app's own process, thus causing the editor to crash.
This issue did not happen on Godot 3 because pid with value of `0` are not considered valid.
2023-01-26 02:59:39 -08:00
bruvzg
700d85bd19
Extend special popup window handling to any non-popup child of a popup. 2023-01-26 12:38:53 +02:00
Rémi Verschelde
cc7aa72f01
Merge pull request #72101 from bruvzg/x11_ime_unfocus
[X11] Fix IME focus return.
2023-01-26 09:53:05 +01:00
Rémi Verschelde
1cae673b54
Merge pull request #72099 from bruvzg/ime_commit
[Windows] Fix committing IME text without IME deactivation.
2023-01-26 09:52:17 +01:00
bruvzg
912c937921
[X11] Fix IME focus return. 2023-01-26 10:13:51 +02:00
bruvzg
e08a6e692d
[Windows] Fix committing IME text without IME deactivation. 2023-01-26 09:24:12 +02:00
Riteo
aa7cd71498 Put KeyMappingX11 stuff inside its own scope
This avoids collisions with other "concurrent" key mappers.
2023-01-26 03:19:36 +01:00
Fredia Huya-Kouadio
242ffb72b8 Address kotlin build warnings 2023-01-25 18:01:00 -08:00