This method can be used to get the CPU model name.
It can be used in conjunction with
`VisualServer.get_video_adapter_name()` and
`VisualServer.get_video_adapter_vendor()` for annotating benchmarks
and automatic graphics quality configuration.
Using codespell 2.2-dev from current git.
Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.
(cherry picked from commit 1bdb82c64e)
This lets us have its definition in `core/version.h` and avoid
rebuilding a handful of files every time the commit hash changes.
(cherry picked from commit 90162851a7)
Sets `AlignOperands` to `DontAlign`.
`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
The new system based on a thread gathering events from the X11 server
was causing delays in some scenarios where some events have just been
missed at the time of processing and we're waiting for a whole frame to
check them again.
Solved by flushing again and checking for pending events at the
beginning of the process loop, in addition to events already gathered
on the event thread.
On OpenBSD the compiler complains that calling basename(3) would lose
const qualifier. basename(3) is defined as
char *basename(char *);
and can, accorgindly to the POSIX.1, modify the passed string.
This uses the .get_file() method. The check is necessary because
file_name could be a directory, in which case .get_file() would return
an empty string. The .get_base_dir().get_file() idiom is already used.
The usage of get_file() and the check were suggested by theraot, thanks!
(cherry picked from commit a3384b7461)
This will allow adding developer checks which will be fully compiled out in
user builds, unlike `DEBUG_ENABLED` which is included in debug tempates and
the editor builds.
This define is not used yet, but we'll soon add code that uses it, and change
some existing `DEBUG_ENABLED` checks to be performed only in dev builds.
Related to https://github.com/godotengine/godot-proposals/issues/3371.
Stop include Bullet headers using `-isystem` for GCC/Clang as it misleads
SCons into not properly rebuilding all files when headers change.
This means we also need to make sure Bullet builds without warning, and
current version fares fairly well, there were just a couple to fix (patch
included).
Increase minimum version for distro packages to 2.90 (this was never released
as the "next" version after 2.89 was 3.05... but that covers it too).
- Tweak the Android platform logo to remove the Android wordmark,
as it can't be used without explicit permission.
(cherry picked from commit 1513aa9b26)
- Don't display messages when enabling PulseAudio/ALSA/D-Bus/udev
as these become noisy in incremental builds.
- Improve warning and error messages to be more descriptive
and consistent.
(cherry picked from commit 4c5deea83e)
- State the Godot version and full hash in the backtrace.
- Add decoration around the crash backtrace, both to make it stand out
from other messages and help the user figure out what they should copy.
(cherry picked from commit 8556dd1bef)
This is done by providing API access to app specific directories which don't have any limitations and allows us to bump the target sdk version to 30.
In addition, we're also bumping the min sdk version to 19 as version 18 is no longer supported by Google Play Services and only account of 0.3% of Android devices.
Input buffering is implicitly used by event accumulation, but this commit makes it more generic so it can be enabled for other uses.
For desktop OSs it's currently not feasible given main and UI threads are the same).
- API has been simplified: all events now go through `parse_input_event()`. Whether they are accumulated or not depends on the `use_accumulated_input` flag.
- Event accumulation is now thread-safe (it was not needed so far, but it prepares the ground for the following changes).
- Touch drag events now support accumulation.
The XDG Base Directory specification does not allow using relative paths
(which broke things in Godot anyway). If a relative path is detected,
it should be ignored.
(cherry picked from commits 011a99316a
and 0e1d45b210)
This changes the types of a big number of variables.
General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
settled on keeping it unsigned, which is also closer to what one would expect
with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
pages, blocks, etc.
In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
core binds.
Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
big files on 32-bit Windows builds made with that toolchain. We might add a
workaround.
Fixes#44363.
Fixesgodotengine/godot-proposals#400.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
After further testing it seems to work fine now when building binaries with GCC 5
on Ubuntu 16.04 (previously we were using GCC 9 on Ubuntu 14.04).
Follow-up to #45629.
(cherry picked from commit aa15ad72ee)
We need to propagate the hacky checks from the raycast config to the
lightmapper config, as the failure of a `can_build()` check is not notified to
other modules (which might even be checked further depending on the processing
order in SConstruct).
A more thorough fix would be to change SConstruct to do two loops on modules:
one to check `can_build()` and disable modules which can't build, then another
one to rechecked `can_build()` with the new lineup and do further config.
But there would be more risk for regressions than with this ad hoc hack.
Similar story for the `platform/x11/detect.py` change... oh my eyes :(
To avoid trying to do PRIME detection on fake `libGL.so` as used by e.g.
Renderdoc or Primus, we skip detection if there's a `libGL.so` in
`LD_LIBRARY_PATH`... and our luck is that Steam defines it and includes
system paths too, thus the actual system `libGL`... 🤦
So if we detect Steam, we skip this check.
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
(cherry picked from commit 562b1cd2cda2098e62c7501dae87393def99c23a)
The problem happened on methods `get_screen_position`, `get_screen_size`
and `set_current_screen` when they were passed a negative screen value.
Fixes:
- #46184
- #46185
- #46186
When using use_static_cpp we want to statically link with atomic as well
to make sure we don't incur any new runtime dependencies.
Scons doesn't quite support this so we do this little trick.
According to the LLVM documentation when using GNU's libstdc++ clang
will not automatically link with -latomic. This is necessary since we
merged c++11 atomics support.
This fixes linking using Clang on Linux
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile` by the new `SafeFlag`
- Platform-specific implementations no longer needed
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
- Based on C++11's `mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
- `BinaryMutex` added for special cases as the non-recursive version
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
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
```
(cherry picked from commits a10c259c1d
and e26a1f807b)
Edit: Updated to version 0.2 of dynload-wrapper to fix symbols clobbering as
done in #46143.
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.
cherry-pick from 09f82fa6ea
This is meant for users making custom builds to match the options used on
optimized, official builds.
This enables, on the platforms which support them:
- `use_static_cpp=yes` (portable binaries for Linux and Windows)
- `use_lto=yes` (link time optimizations - note: requires a lot of RAM!)
- `debug_symbols=no` (no debug symbols, smaller binaries)
Also abort when using MSVC with `production=yes`, as:
- It cannot optimize the GDScript VM like GCC or Clang do, leading to
significant performance drops.
- Its LTO support is unreliable, at least used to trigger crashes last
we tried it extensively.
All options can still be overridden if specified, and the `dev=yes` option
was changed to also support overrides.
(cherry picked from commit db26871210)
This has been enabled for years in official binaries, and users making custom builds
may end up not enabling it unknowingly, so it's best if we default to the same as
what official builds do.
The original reason for having it opt-in was likely the addition of a dependency on
libudev, but that should be fairly ubiquitous by now.
(cherry picked from commit e8b69fccbe)
This enables `-static-libgcc -static-libstdc++` which help make custom Linux
builds more portable (official builds have been using this option for years).
For some obscure reason Ubuntu 18.04 i386 crashes when using the option for
i386 builds, so let's play it safe and enable for x86_64 only for now.
(cherry picked from commit 1ebd66daff)
There are no guarantees that joypads are in event0-event32
range. Some devices, such as laptops with detachable keyboards
and wacom can reserve events all the way up to 32.
Some udev rules with e.g. custom controller firmwares may
load the device as /dev/input/eventX, where X is greater than
32.
This patch uses POSIX dirent to enumerate the event devices, so
entries outside 0-32 range are not skipped.
(cherry picked from commit 01c030f9b7)
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 🎆
(cherry picked from commit b5334d14f7)
Otherwise we can get situations where platform-specific opts with the same name
can override each other depending on the order at which platforms are parsed,
as was the case with `use_static_cpp` in Linux/Windows.
Fixes#44304.
This also has the added benefit that the `scons --help` output will now only
include the options which are relevant for the selected (or detected) platform.
(cherry picked from commit 0f84d8dc49)
This makes these platform behave as MacOS in that regard and also fixes the editor window appearing in some cases even when --no-window has been passed.
Some controllers (notably those made by 8bitdo) do not always emit an event to zero out a D-pad axis before flipping direction. For example, when rolling around aggressively the D-pad of an 8bitdo SN30 Pro/Pro+, the following may be observed:
```
ABS_HAT0X : -1
ABS_HAT0Y : -1
ABS_HAT0Y : 0
ABS_HAT0Y : 1
ABS_HAT0X : 1
```
Notable here is that no event for `ABS_HAT0X: 0` is emitted between the events for `ABS_HAT0X: -1` and `ABS_HAT0X: 1`. Consequently, the game engine believes that both the negative _and_ positive x-axis directions of the D-pad are activated simultaneously (i.e `is_joy_button_pressed()` returns `true` for both `JOY_BUTTON_DPAD_LEFT` and `JOY_BUTTON_DPAD_RIGHT`), which should be impossible.
This issue is _not_ reproducible on all controllers. The Xbox One controller in particular will not exhibit this problem (it always emits zeroing out events for an axis before flipping direction).
The fix is to always zero out the opposite direction on the D-pad axis in question when processing an event with a nonzero value. This unfortunately wastes a small number of CPU cycles on controllers that behave nicely.
**I have verified this issue is also reproducible in the stable 3.2 branch**
(cherry picked from commit dd021099ff)
`debug_symbols=yes` will now behave like `debug_symbols=full` did
before. The difference in compressed file sizes is not that large,
which means there isn't much point in having two different values.
This helps make the buildsystem easier to understand.
(cherry picked from commit ff1f0d2cb5)
Batching is mostly separated into a common template which can be used with multiple backends (GLES2 and GLES3 here). Only necessary specifics are in the backend files.
Batching is extended to cover more primitives.
Backport for X11 Display Server fixes on 3.2 branch.
1. Implement SAVE_TARGETS mechanism
Allows sending the clipboard content to the clipboard manager on exit to
keep the content when using a clipboard manager that doesn't
automatically makes a backup when copying.
MULTIPLE selection mechanism also had to be implemented, because in this
case, the clipboard manager might request multiple selection targets at
once.
Known use case: Ubuntu with XFCE4
2. Implement INCR mechanism
Allows pasting from x11 clipboard to receive data incrementally, which
is required when handling data size > 256KB.
All Linux distros, and FreeBSD and OpenBSD seem to have libXrandr.so.2,
but for some reason recent NetBSD versions seem to have libXrandr.so.3 now.
(cherry picked from commit 413ff7938d)
Add __NetBSD__ to `platform_config.h` so that it can find `alloca`
and use the proper `pthread_setname_np` format.
Rename RANDOM_MAX to avoid conflict with NetBSD stdlib.
Fixes#42145.
(cherry picked from commit 5f4d64f4f3)
Its last use was removed in Godot 3.0, so it no longer makes sense to define.
Also removed `D3D_DEBUG_INFO` for Windows as it's likely a left over from a
long time ago pre-opensourcing when Godot had some form of Direct3D 9 support?
(cherry picked from commit dcf902df85)