Three canvas resize policies:
- `None`: Godot window settings are ignored.
- `Project`: Godot handles the canvas like a native app (resizing it
when setting the window size).
- `Adaptive`: Canvas size will always adapt to browser window size.
Use `None` if you want to control the canvas size with custom JavaScript
code.
This makes it possibly to run Linux binaries compiled with udev support on
Linux systems which do not provide udev (typically systemd-less distros).
If udev is missing, we fall back to parsing `/dev/input` like when compiled
without udev support (`udev=no`).
Also adding some verbose debug statements to know which method we're using
when debugging Linux joypad issues.
The libudev so wrappers were generated on Mageia 8 with libudev 246.9 using
https://github.com/hpvb/dynload-wrapper:
```
./generate-wrapper.py --include /usr/include/libudev.h --sys-include '<libudev.h>' \
--soname libudev.so.1 --init-name libudev --omit-prefix gnu_ \
--output-header libudev-so_wrap.h --output-implementation libudev-so_wrap.c
```
By generating stubs using https://github.com/hpvb/dynload-wrapper we
can dynamically load libpulse and libasound on systems where it is available.
Both are still a build-time requirement but no longer a run-time dependency.
For maintenance purposes the wrappers should not need to be re-generated
unless we want to bump pulse or asound to an incompatible version. It is
unlikely we will want to do this any time soon.
This closes#20978
Until we provide a cross-platform pre-commit hook that can perform those changes
on Windows, this only leads to a lot of frustration from Windows contributors.
The UTF-8, newline and EOF and BOM checks are still good to keep as those are
issues that we'd otherwise have to point out manually in the review.
The removed changes are mostly cosmetic and should be handled by clang-format
ideally, or by some self-developed cross-platform tooling.
We used to only persist specific sub-folder of /home/web_user/ when
running the Web Editor. This resulted in bad UX about default project
creation path etc.
This PR makes the whole folder persistent, move the zip preloading to a
different folder (to avoid persisting it), and automatically prompt the
user to import it if present.
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 🎆
Moved previously builtin modules 'GameCenter', 'AppStore', 'iCloud' to separate modules to be represented as plugin.
Modified 'ARKit' and 'Camera' to not be builtin into engine and work as plugin.
Changed platform code so it's not affected by the move.
Modified Xcode project file to remove parameters that doesn't make any effect.
Added basic '.gdip' plugin config file.
No need to waste time downloading all this when it's readily available :)
Also use the official action to setup Java 8.
Also build both architectures (armv7 and arm64v8) and generate the APK,
so we can upload it.
Remove now unused and outdated `misc/ci/android-tools-linux.sh`.
Enabled ARC for iOS.
Weakify/Strongify macros for objc blocks.
Removed old version checks.
Specific types for ObjC++ modules to exclude unneeded bridging.
Separate DeviceMetrics class for device specific data.
Replaced old/deprecated functionality.
It's too hard to get compatibility between GNU and BSD sed,
so let's just use perl oneliners.
And improve it to also remove trailing tabs, not just spaces.
Add VMA to iphone platform Use linkflag for iphone building to enforce static linking. Works fine with dynamic '.framework' library
Updated xcode project to use '.a' static library