Currently the GL thread is started / stopped when the activity is respectively resumed / paused. However, according to the `GLSurfaceView` documentation, this should be done instead when the activity is started / stopped, so this change updates the start / stop logic for the GL thread to match the documentation.
When a hardware keyboard is connected, all key events come through so we can route them directly to the engine.
This is not the case for soft keyboards, for which the current logic was designed as it requires extra processing.
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).
A snapshot version is a version that has not yet been released which allows us to deploy the same transient version incrementally, without requiring projects to upgrade the artifact version they're consuming. Those projects can use the same version to get an updated snapshot version.
The implementation forwards the kill request to the Godot host for handling. If the Godot host is unable to handle the request, it falls back to the `OS_Unix::kill(...)` implementation.
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.
there can be events can have both SOURCE_TOUCHSCREEN and SOURCE_STYLUS. handle them as touch events rather than mouse events.
(cherry picked from commit 408000752c)
The issue was causing by a bug within the logic for `FileAccessFilesystemJAndroid#eof_reached()` causing that value to remain false after the eof was reached.
This in turn caused an infinite loop in the file scanner preventing the project's content from showing up.
- Accelerate common path used to check the storage scope for a given path
- Update the logic for the `get_as_text()` method - previous logic loads the content of a text file one byte at a time
In addition:
- Disable 'adb devices' query (not supported when running the editor on Android devices
- Add `move_to_trash` implementation for Android devices