Rémi Verschelde
866254343b
Merge pull request #17827 from bruvzg/macos_shortcut_key_remapping_fix
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[macOS] Fix keyboard shortcuts on non QWERTY keyboard layouts.
2018-04-05 13:22:52 +02:00
Rémi Verschelde
7e9aa89fb8
Merge pull request #17777 from bruvzg/macos_exit_code
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[macOS] Return exit code specified by `OS.exit_code` parameter.
2018-04-04 22:35:40 +02:00
Rémi Verschelde
919209907d
Merge pull request #17792 from eska014/enginejs-preloadpaths
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Handle directories in engine.js preloadFile()
2018-04-04 22:26:14 +02:00
Rémi Verschelde
bba80721dc
Merge pull request #17801 from endragor/android-input-checks
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Add safety checks when handling Android input
2018-04-04 22:09:03 +02:00
Rémi Verschelde
5dc514aced
Merge pull request #17880 from litdeviant/master
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Fix UpdatePowerInfo method implementation in PowerIphone class
2018-04-03 11:05:49 +02:00
Rémi Verschelde
3ef85ddb8d
Merge pull request #17836 from eska014/detect-emconfig
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Detect and configure JavaScript build per Emscripten configuration file
2018-04-03 10:33:33 +02:00
Rémi Verschelde
59710880cd
Merge pull request #17844 from Faless/uwp_fix
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Fix UWP build after #17194
2018-04-02 11:51:26 +02:00
Igors Vaitkus
06fab24348
Fix UpdatePowerInfo method implementation in PowerIphone class
2018-03-31 02:52:37 +03:00
Fabio Alessandrelli
b8c73b195f
Fix bug in HTML5 HTTPClient.
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The URL parameter already has a slash, adding an extra one results in
an invalid resource path
2018-03-30 14:31:18 +02:00
Fabio Alessandrelli
e6364c3fd5
Fix UWP build after #17194
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`uwp/detect.py` was not setting the `env.msvc` variable to true causing
scons to pass wrong arguments to `msvc` (using `clang/gcc` options)
which in turn break the build due to `-Werror=return-type` not being
recognized by ms compiler.
2018-03-29 18:21:08 +02:00
Leon Krause
5be7c3dcee
Detect and configure JavaScript build per Emscripten configuration file
2018-03-29 04:07:23 +02:00
bruvzg
5ba984fc8c
[macOS] Fix keyboard shortcuts on non QWERTY keyboard layouts.
2018-03-28 20:22:59 +03:00
Fabio Alessandrelli
e7b9e2f970
Fix IPhone and OSX cross compilation
2018-03-28 19:08:20 +02:00
Ruslan Mustakov
995724b762
Add safety checks when handling Android input
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It is possible that input comes before the engine is fully initialized.
This fixes the crashes that ocurred when that happens.
2018-03-27 22:03:44 +07:00
Leon Krause
3014e48ec5
Fix engine.js startGame() when loading from directory
2018-03-27 11:26:34 +02:00
Leon Krause
d373029382
Allow custom path when using engine.js preloadFile() with URL
2018-03-27 11:26:29 +02:00
Leon Krause
6f1bddf4b5
Fix engine.js preloadFile() with directories
2018-03-27 11:26:25 +02:00
Leon Krause
63c7fc6358
Expose Emscripten libs to engine.js discreetly
2018-03-27 09:12:08 +02:00
Rémi Verschelde
4a5723f59e
Merge pull request #17760 from eska014/html5-refactor
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Refactor HTML5 platform build script
2018-03-26 21:15:17 +02:00
Leon Krause
d8d9eea722
Refactor JavaScript platform build script
2018-03-26 19:46:56 +02:00
bruvzg
1a38449ab9
[macOS] Return exit code specified by OS.exit_code
parameter.
2018-03-26 16:55:57 +03:00
bruvzg
d6c6a65438
Revert "Implement OS_OSX::execute"
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This reverts commit e42576548f
.
2018-03-23 11:56:05 +02:00
bruvzg
14597dc2b2
Fix dragging window from non-retina to retina display.
2018-03-22 18:24:09 +02:00
Marcelo Fernandez
35d21c0881
Fix several in-class initialization clang warning
2018-03-22 00:17:18 -03:00
Rémi Verschelde
baa092e99d
Merge pull request #17653 from eska014/rwlock-dummy
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Add RWLockDummy for NO_THREADS builds
2018-03-21 17:40:01 +01:00
Xavier Sellier
61e8f8a866
Prevent android to split-screen
2018-03-21 08:53:51 -04:00
Rémi Verschelde
6066b236aa
Merge pull request #17645 from volzhs/android-device-info
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Fix getting Android device information
2018-03-20 11:28:15 +01:00
volzhs
4e378aeeb8
Fix getting Android device information
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Fix #17644
2018-03-20 13:53:33 +09:00
Leon Krause
25800ffb0e
Add RWLockDummy for NO_THREADS builds
2018-03-20 05:37:42 +01:00
bruvzg
e42576548f
Implement OS_OSX::execute
2018-03-19 12:56:03 +02:00
Leon Krause
d6c9d8d778
Disable Emscripten assertions in release_debug builds
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The messages generated by some assertions can be confusing to users.
2018-03-18 21:33:54 +01:00
Leon Krause
e06a56eac8
Fix typo in engine.js
2018-03-16 15:40:00 +01:00
bruvzg
e337eecd17
Fix MinGW cross-build
2018-03-15 17:29:55 +02:00
Bastiaan Olij
cc9e8aa732
Added missing import BoolVariable
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Didn't like the missing BoolVariable :)
2018-03-15 22:35:44 +11:00
Leon Krause
61026e62bf
Check only for WebGL 1.0, move test to HTML file
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Whether to use WebGL 1.0 or 2.0 can only be determined at runtime after
reading project settings, so check for the lower version.
The test is now in the HTML file, so if desired WebGL 2.0 can be
checked early by changing the behaviour there.
2018-03-15 04:04:24 +01:00
Gary Oberbrunner
d1318ee12c
Enable SCons to autodetect Windows MSVC compiler
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SCons has good compiler detection logic for MSVC compilers. Up to now,
Godot hasn't used it; it depends on passed-in OS environment vars from
a specific Visual Studio cmd.exe windows. This makes it harder to
build from a msys or cygwin shell.
This change allows SCons to autodetect Visual Studio unless it sees
VCINSTALLDIR in the os.environ. It also adds a 'msvc_version' arg for
manual specification of compiler version, and uses the existing 'bits'
arg to specify the target architecture. More detail could be added as
desired. It also adds 'use_mingw' to always use mingw, even if Visual
Studio is installed. That uses the existing mingw setup logic.
If people are used to building Godot in a Visual Studio cmd window,
this should not change the behavior in that case, since VCINSTALLDIR
will be set in those windows. (However, note that you could now unset
that var and build with any other MSVC version or target arch, even in
that window.)
I refactored much of platform/windows/detect.py during this, to
simplify and clarify the logic. I also cleaned up a bunch of env var
settings in windows/detect.py and SConstruct to use modern SCons
idioms and simplify things.
I suspect this will also enable using the Intel compiler on Windows,
though that hasn't been tested.
2018-03-13 09:51:05 -04:00
Rémi Verschelde
18d543d7ab
Merge pull request #17311 from marcelofg55/export_err_checks
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Improved error checking at EditorExportPlatformPC::export_project
2018-03-13 12:17:53 +01:00
Rémi Verschelde
4287c7822b
Merge pull request #17440 from viktor-ferenczi/issue-5042
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Properly closing all files in Python build code
2018-03-13 11:49:58 +01:00
Yannick Le Duc
b5c7e6bac9
fix iOS build - error due to GLES2 missing include (with the advice from bruvzg[m] on irc)
2018-03-13 10:42:23 +01:00
Viktor Ferenczi
272ecddb28
Properly closing all files in Python code
2018-03-11 14:55:50 +01:00
Leon Krause
802b6d3669
Reinstate WebGL 1.0 driver in HTML5 platform
2018-03-07 20:38:14 +01:00
Marcelo Fernandez
0876502f72
Improved error checking at EditorExportPlatformPC::export_project
2018-03-06 14:23:17 -03:00
bruvzg
ad67911f1a
Explicitly set OpenGL profile to core (X11, Windows).
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Enable GLES2 on Windows.
2018-03-06 15:53:30 +02:00
Marcelo Fernandez
d780d774aa
Clean and expose get_audio/video_driver_* funcs on OS class
2018-03-04 14:18:05 -03:00
Rémi Verschelde
e619727e99
SCons: Fix linking system pcre2 on server platform
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Fixes #17245 .
2018-03-04 13:46:54 +01:00
Marcelo Fernandez
a42dfd7882
Modify OSX can_export logic to match the logic from EditorExportPlatformPC::can_export
2018-03-03 10:23:00 -03:00
bruvzg
506e17ee70
Hack to force macOS window activation for non-bundled app.
2018-03-03 13:28:59 +02:00
Rémi Verschelde
8d01b706ff
Merge pull request #17158 from bruvzg/gles2_driver_select
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[GLES2] Renderer selection improvement
2018-03-02 18:43:18 +01:00
bruvzg
a5a4f3714b
GLES2 renderer support on macOS.
2018-03-02 13:15:12 +02:00
bruvzg
f0d24de960
Fix --help
output, allow renderer override from command line (--video-driver
).
2018-03-02 10:05:14 +02:00