Commit graph

182 commits

Author SHA1 Message Date
bruvzg
e6fb19275e
[iOS, 3.x] Update linker flags for Xcode 15.0 - 15.2. Bump min. iOS version to 12. 2024-01-19 08:19:46 +02:00
bruvzg
40490bb626
[macOS] Back-port notarytool, provisioning profile and PKG export options. 2023-08-07 08:41:37 +03:00
Fredia Huya-Kouadio
f3cdff46fc Add benchmark logic
Add benchmarking measuring methods to `OS` to allow for platform specific overrides (e.g: can be used to hook into platform specific benchmarking and tracing capabilities).
2023-03-20 23:29:36 -07:00
Rémi Verschelde
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
Rémi Verschelde
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
Zach Coleman
e538771d4f [3.x] Add ProMotion Support to iOS Exports 2022-11-02 22:14:34 -04:00
Sergey Minakov
e8035ffe84 [iOS] Extend iOS plugins to support Swift runtime 2022-08-09 20:19:12 +03:00
Rémi Verschelde
0a8d5d7098 Bump version to 3.6-beta 2022-08-05 18:51:38 +02:00
Rémi Verschelde
06f4a28306 Update docs links still pointing to 3.4 2022-06-29 12:03:04 +02:00
Hugo Locurcio
d9acd21b46 Display a modal dialog if threads are unavailable in the web editor
Threads are required for the web editor to function. If the web server
is not correctly configured, threads won't be available.

This makes troubleshooting easier for people looking to self-host
the web editor.

(cherry picked from commit 304a286502)
2022-05-16 21:12:21 +02:00
Emmanouil Papadeas
9350256eff Add Greek translation for Linux desktop file
Follow-up to #60777 and #60800.

(cherry picked from commit ab444469f0)
2022-05-16 15:59:12 +02:00
Hugo Locurcio
6b7815ea74 Add French translation for Linux desktop file
(cherry picked from commit 2212afd794)
2022-05-16 15:59:00 +02:00
Haoyu Qiu
6d706da25c Add Simplified Chinese translation for Linux desktop file
(cherry picked from commit 31394aced3)
2022-05-05 15:02:46 +02:00
backwardspy
0118a95976 set StartupWMClass in linux .desktop file
this allows linux app launchers and docks to correctly associate the godot project selector & editor windows with the icon used to launch godot.
it prevents this problem specifically: https://askubuntu.com/questions/1144214/why-does-my-custom-launcher-file-create-two-icons-on-the-launcher-bar

(cherry picked from commit 7b346258a9)
2022-03-28 23:43:26 +02:00
bruvzg
fa56990170 [macOS and iOS export] Add localized application name to the translation .plist files.
(cherry picked from commit 5fdea69276)
2022-03-10 17:18:40 +01:00
bruvzg
48f3237477
[macOS] Add missing translation file.
(cherry picked from commit 1aa6a95081)
2022-02-15 12:23:46 +01:00
Hugo Locurcio
695da68188
Tweak logo max width on the web editor
The logo's maximum width is now dependent on the viewport height
in addition to the page width. This prevents the "Start Godot editor"
button from overflowing the page on mobile devices (although the
"Clear persistent data" and "Web editor documentation" buttons will
still overflow for now).

(cherry picked from commit 34a4ff0cef)
2022-02-15 12:23:46 +01:00
Hugo Locurcio
d0fba915dc
Allow using the web editor on any device orientation
On tablets and foldable phones, the editor can remain usable
while in portrait mode thanks to the wide display.

(cherry picked from commit 078475f354)
2022-02-15 12:23:46 +01:00
bruvzg
5378d13c92
[macOS] Add empty translation files to the editor app bundle, to allow translation detection by the OS.
(cherry picked from commit 3b4de845fe)
2022-02-11 09:50:09 +01:00
Fabio Alessandrelli
afdfe7c03b [HTML5] Improve editor progressive web app behavior.
Ensures early claim for aggressive caching.
Adds a button to update when it detects a new version asking
confirmation due to the necessary reload.
2022-02-06 18:33:13 +01:00
Fabio Alessandrelli
73f396572a [HTML5] PWA service worker prefers cached version.
Use an offline first approach, where we prefer the cached version over
the network one.
This forces games using PWA to always re-export the project and not just
the PCK, so that the service worker version gets updated correctly, and
the end-user cache is correctly cleared on update.
2022-02-06 18:33:13 +01:00
bruvzg
f44b7c3188
Fix iOS export with manually specified signing/provisioning data.
(cherry picked from commit 57db989a97)
2022-02-03 11:30:17 +01:00
Hugo Locurcio
b8a7a74264
Tweak theme color to match the Godot editor's background color
This makes for a more seamless-looking address bar/status bar
when using the web editor on a mobile device, either directly
in the brower or installed as a progressive web app.

This also specifies a theme color for the web editor's offline
fallback.

(cherry picked from commit 7ef459c2d7)
2022-01-25 18:13:59 +01:00
bruvzg
30ee208bd9
[macOS export, 3.x] Implements ad-hoc signing on Linux/Windows, adds extra privacy settings, entitlements warnings and error checking. 2022-01-20 10:46:29 +02:00
Rémi Verschelde
a627cdafc5
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00
Rémi Verschelde
b197de6f5f
Fix typos with codespell
Using codespell 2.1.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
readded
seeked
statics
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2022-01-07 00:14:54 +01:00
Max Hilbrunner
717801c9cb Fix docs links in 3.x after docs reorg 2022-01-05 11:54:52 +01:00
Haoyu Qiu
56574aa891
Center the indeterminate spinner on HTML5 page
(cherry picked from commit 84982f5778)
2021-12-10 11:18:38 +01:00
Rémi Verschelde
14c366ddd7
Bump version to 3.5-beta 2021-11-05 16:10:17 +01:00
bruvzg
ea844046c3
[macOS] Add entitlements required by OIDN JIT for the editor build.
(cherry picked from commit 53cb556841)
2021-10-23 12:04:35 +02:00
Fabio Alessandrelli
3a61d0990e [HTML5] Editor video driver option. Replace canvas on exit.
Default is "Auto", but can be forced to a specific WebGL version if the
automatic detection fails.

The game and editor canvas are now replaced with a new one in the exit
hooks. This helps the browser do some context cleanup, and allow us to
create a new context of a different type (WebGL/WebGL2).

Enable GLES3/WebGL2 in the Web Editor.
2021-10-19 15:52:02 +02:00
Hugo Locurcio
7c624b6b2b
Use a Big Sur-style macOS icon for the Godot editor
This provides a more coherent visual look with the rest of macOS.

Co-authored-by: Hazar <36481442+hazarek@users.noreply.github.com>
(cherry picked from commit 4589790348)
2021-10-04 14:33:46 +02:00
Rémi Verschelde
f0b37b1519
doc: Point URLs to 3.4 version of the online docs 2021-08-12 17:08:10 +02:00
Michael Alexsander
e74ee7294e
Properly tag project files as a subclass of plain text in the MIME info
(cherry picked from commit a47e48987d)
2021-08-03 09:15:33 +02:00
Michael Alexsander
e71640af2f
Make some small tweaks to the MIME info
(cherry picked from commit 0218616747)
2021-08-03 09:15:33 +02:00
Aaron Franke
7dc2edc430
[3.x] Allow reading shaders from .gdshader files 2021-07-19 23:34:23 -04:00
bruvzg
30393b6401
Add LSApplicationCategoryType to the template and export dialog.
(cherry picked from commit cb480376d8)
2021-06-17 12:47:55 +02:00
Ignacio Roldán Etchevery
c9047de455 C#+iOS: Fix simulator builds
Replaced obsolete preprocessor check for simulator/device in C code.
Architecture can no longer be used to determine this with Apple Silicon.
The new code uses `TARGET_OS_SIMULATOR` from `TargetConditionals.h`.

We have some mono libs which can only be used in devide builds.
We were adding them as static libs. Previously it was only causing
warnings because missing arch for the simulator, but now this
is treated as an error.

To fix this we turn them into xcframeworks with dummy static libs
for the simulator and the actual ones for devices.
2021-06-02 01:34:00 +02:00
bruvzg
683f96df35 Add separate simulator flag for iOS build, change main library to xcframework.
Build and export iOS Mono libs as `.xcframework`s, for Apple Silicon iOS simulator support.
2021-06-02 01:09:03 +02:00
Pedro J. Estébanez
0d7130f37c
Add iOS export option for device family
(cherry picked from commit 19ae8193ee)
2021-06-01 12:52:19 +02:00
Pedro J. Estébanez
857fd831c1
Set schemes' build config to debug/release in iOS Xcode export
(cherry picked from commit 1534b4e65e)
2021-06-01 12:52:19 +02:00
Rémi Verschelde
379ecd532a
Dist: Add macOS entitlements files for editor code signing
These are the entitlements we define for official macOS editor builds since
Godot 3.3.

Users making custom builds of the engine can use those files with `codesign` to
sign their own builds. E.g.:
```
codesign --force --timestamp \
  --options=runtime --entitlements editor.entitlements \
  -s <your key> -v osx_template.app
```

(cherry picked from commit 6999e332e4)
2021-05-21 13:41:27 +02:00
Rémi Verschelde
eb78f80f03
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:56:56 +02:00
Fabio Alessandrelli
73f19ec2da
[HTML5] Remove "fixed-size.html".
No longer used in 3.3+.

(cherry picked from commit 3faf8d6e40)
2021-05-09 17:14:36 +02:00
Fabio Alessandrelli
9446be7dad [HTML5] Export as Progressive Web App.
Adds possibility to export as a progressive web app.
Allows customizing base icons, display mode, orientation and offline
page.
2021-04-27 15:09:03 +02:00
Fabio Alessandrelli
a7f2b723d6 [HTML5] Optional icon generation, use export name for it.
We used to only generate the favicon if it was specified in the user
project settings, now it's optional, will export it to `NAME.icon.png`,
(falling back to the default project icon if none is set in project
settings), and the `<link>` tag is added using the `$HEAD_INCLUDE`
instead of being hardcoded in the template.
2021-04-27 15:09:03 +02:00
Rémi Verschelde
8851fa7808
OSX: Clarify min version requirement (10.12) in Info.plist
The min requirement was upped by #45618 to have proper support for C++14.

Related to #48222.
2021-04-27 09:54:27 +02:00
Rémi Verschelde
5e74554c9a
Bump version to 3.4-beta
Feature work in 3.x likely won't have a big impact on stability so we can skip
the dev/alpha phases and we'll start directly with a 3.4 beta 1 build once
significant changes have been implemented.
2021-04-22 15:27:35 +02:00
Hugo Locurcio
1304b85c63
Add a welcome dialog to the HTML5 editor
This modal dialog displayed when the page is loaded. It can be
dismissed permanently by clicking the "OK, don't show again" button.
Clicking outside the modal will only dismiss it once.

This dialog is used to remind people that the HTML5 editor is still in
release candidate stage and isn't considered production-ready yet.

(cherry picked from commit 8b08146894)
2021-04-20 20:12:52 +02:00
Rémi Verschelde
1d20bba0c4
HTML5: Fix link to documentation on editor template 2021-03-30 11:47:43 +02:00