We've had many issues with WebM support and specifically the libvpx library
over the years, mostly due to its poor integration in Godot's buildsystem,
but without anyone really interested in improving this state.
With the new GDExtensions in Godot 4.0, we intend to move video decoding to
first-party extensions, and this would likely be done using something like
libvlc to expose more codecs.
Removing the `webm` module means we can remove libsimplewebm, libvpx and
opus, which we were only used for that purpose. Both libvpx and opus were
fairly complex pieces of the buildsystem, so this is a nice cleanup.
This also removes the compile-time dependency on `yasm`.
Fixes lots of compilation or non-working WebM issues which will be linked
in the PR.
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 godotengine/godot-proposals#3371.
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!
This provides better security at the cost of having misleading
binary icons on some file managers.
Now that recent Linux distributions no longer allow executing
binaries by double-clicking them in a file manager (even if the
binary is set to be executable), the usability cost of PIE is lowered.
You have to use a terminal or install a `.desktop` file nowadays.
- 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.
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.
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
When a popup is going to be closed, switch focus to the parent only if
the popup is still being focused.
Fixes some cases with specific WMs where due to the order of events, a
new popup could be immediately unfocused because a previously opened
and closed popup is switching focus to the parent.
- 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.
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.
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>