This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
Command line options were refactored for 3.0 to follow the common usage
of double-dashed long options, but `--main-pack` went through the cracks.
Fixes#16533.
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
On mobile platforms virtual keyboards take up significant amount of
screen space and UI containing a text box may need to be adjusted
after the keyboard appears to keep the text box visible to user. This
commit adds a way to obtain virtual keyabord height so that controls
are aware of how much they need to move.
- Dispatch input immediately as it comes, instead of delaying it to the
next step().
- Fix text box input handling when caret is at the middle of the text.
- Minimize queueEvent calls on Java side.
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.
- Fixes some single-dash leftovers that were missed in the previous commit
- Reorder the help output for clarity, and document missing options
- Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit
- Improve error message on malformed arguments and do not display help on error
- Always use long form of arguments when starting a new Godot process from C++, for clarity and easy grepping
- Cleanup obsolete code here and there
- Fixes some single-dash leftovers that were missed in the previous commit
- Reorder the help output for clarity, and document missing options
- Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit
- Improve error message on malformed arguments and do not display help on error
- Cleanup obsolete code here and there
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!