Commit Graph

4163 Commits

Author SHA1 Message Date
3433780c49 Merge pull request #44645 from m4gr3d/update_apk_signing_logic
Update the logic to sign prebuilt Godot Android apks
2021-01-01 22:58:11 +01:00
49969de221 Update the logic to sign prebuilt Godot Android apks.
The previously used tool, `jarsigner` has been deprecated in favor of `apksigner` which is bundled with the Android SDK.
The logic is refactored accordingly and a few editor settings have been deprecated in the process as they're no longer necessary.

Note: As a side effect, specifying the Android SDK path is now required. The docs will be updated to reflect that change.
2021-01-01 13:36:27 -08:00
b5334d14f7 Update copyright statements to 2021
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 🎆
2021-01-01 20:19:21 +01:00
41efbf8cae Fixed warning at project startup (WIN32) 2021-01-01 18:09:34 +03:00
8a2bc6bf58 Fix window restoring after fullscreen again 2020-12-31 16:07:05 +03:00
72c13c2631 Merge pull request #44638 from m4gr3d/export_format_util_method
Hardcode the export format for the editor 'run' feature
2020-12-30 09:11:31 +01:00
de64b783b4 Add utility method to export the project using a preset format and sign parameter. 2020-12-29 09:04:01 -08:00
09212fba1e Fix missed renamings from empty() to is_empty()
Those were missed in #44401 or added by later PRs.
2020-12-29 09:55:07 +01:00
8886a6a45c Merge pull request #44757 from andrew-softdev/my-bug-fix
Incorrect format specifiers used to display some type data in the Visual Studio debugger
2020-12-28 20:44:15 +01:00
679aabea26 Incorrect format specifiers used to display some String/StringName data 2020-12-28 18:46:32 +00:00
e4c0572385 Merge pull request #44593 from madmiraal/rename-mainloop-methods
Rename MainLoop methods to match Node methods
2020-12-28 14:44:28 +01:00
5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
719e4b1156 Merge pull request #44619 from bruvzg/m1_dragdrop_4
[4.0] Fix file drag-drop on M1 Macs.
2020-12-23 17:37:42 +01:00
39bcc77d6a [4.0] Fix file drag-drop on M1 Macs. 2020-12-23 18:00:50 +02:00
2d492ff8ba Fix invalid invocation of get_class_loader.
The call was made on a `Godot` instance instead of an `Activity` instance.
2020-12-23 02:08:27 -08:00
d9e9eb8d04 Rename MainLoop methods to match Node methods 2020-12-22 12:34:57 +00:00
2df9a8ccad Rename Rect2 and Rect2i clip() to intersection() 2020-12-19 12:59:08 +00:00
214a22b98e Merge pull request #44457 from akien-mga/scons-thirdparty-lib-depends
SCons: Add explicit dependencies on thirdparty code in cloned env
2020-12-18 13:40:33 +01:00
b56a2f34ce Add missing override keywords in os_windows.h 2020-12-18 09:38:09 +00:00
c7b53c03ae SCons: Add explicit dependencies on thirdparty code in cloned env
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.

So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).

This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
2020-12-18 10:29:34 +01:00
5332d212f9 Merge pull request #44467 from madmiraal/add-override-keywords
Add missing override keywords to core/os.h derived classes
2020-12-17 23:02:58 +01:00
fa435a550a Add override keywords to core/os.h derived classes. 2020-12-17 18:02:31 +00:00
60ddca2545 Remove OS::can_draw() remnants 2020-12-17 16:35:48 +00:00
ae0399382a Merge pull request #44433 from akien-mga/scons-fix-platform-opts
SCons: Add only selected platform's opts to env
2020-12-17 09:56:07 +01:00
fb2465b3c8 Merge pull request #44410 from KoBeWi/project--tools--thisPR
Make tool menu plugins use Callables for callback
2020-12-16 22:04:39 +01:00
889f5e44ef Make tool menu plugins use Callables for callback 2020-12-16 20:23:51 +01:00
0f84d8dc49 SCons: Add only selected platform's opts to env
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.
2020-12-16 16:31:19 +01:00
f9b83e90b2 Fix named anonymous struct warning 2020-12-16 07:42:16 +00:00
2760f5d0b4 Merge pull request #44315 from madmiraal/fix-handles-baseexception
Don't handle BaseException in build scripts
2020-12-12 12:23:07 +01:00
8ef5e3201c Don't handle BaseException in build scripts 2020-12-12 10:05:42 +00:00
8020515717 HTML5: Code style cleanup for export code 2020-12-10 13:57:46 +01:00
37d0d757d6 Merge pull request #40708 from bruvzg/improve_os_locale
Improve `OS::get_locale()` and documentation.
2020-12-10 11:49:00 +01:00
eb2152538c [HTML5] Fix errors when Mic is not allowed. 2020-12-09 17:54:50 +01:00
a28d5e2be7 [HTML5] Improve platform buildsystem.
Check emcc version requirements when building GDNative.
Add more build options (sanitizers, initial memory).
2020-12-09 17:54:50 +01:00
6bc07cf777 [HTML5] Add logo and favicon to editor html. 2020-12-09 17:54:50 +01:00
114f97ff11 Merge pull request #44128 from KoBeWi/🧹
Cleanup unused engine code
2020-12-09 13:01:50 +01:00
2c048ea164 Cleanup unused engine code 2020-12-09 12:12:36 +01:00
09a9712a6a Remove unused FileAccessJAndroid. 2020-12-09 10:58:36 +01:00
e5e1277ecd Merge pull request #44161 from Faless/fix/fa_buffered_remove
Remove unused FileAccessBuffered
2020-12-09 09:14:14 +01:00
d543917c03 Android: fix mouse capture relative wrong 2020-12-08 23:51:45 +02:00
e7f259c366 Android: Allow Mouse Capture 2020-12-08 22:14:08 +02:00
90bdba576a Merge pull request #43742 from qarmin/editor_modules_default_values
Initialize class/struct variables with default values in platform/ and editor/
2020-12-08 15:53:42 +01:00
efc2104096 Merge pull request #44021 from dakennedyd/personal
Fix implementation of move_to_trash() on Linux
2020-12-07 21:06:10 +01:00
8b68c6808d Fixes move_to_trash() on Linux
Fixes #42840 OS move_to_trash() on Linux is not compliant with the Freedesktop specification
2020-12-07 16:40:56 -03:00
e20011b0da Merge pull request #44076 from Faless/js/4.x_gdnative
[HTML5] Optional GDNative Support
2020-12-07 15:34:33 +01:00
781efc26e0 Remove now unused FileAccessBuffered. 2020-12-06 19:37:11 +01:00
1396c74734 [HTML5] Use regular unix FileAccess implementation. 2020-12-06 19:25:31 +01:00
dd9503dc19 [HTML5] Make GDNative support feature-based.
This is suboptimal as it requires adding an extra compile flag, but
rewriting how feature tags work is beyond the scope of this work.
2020-12-05 01:12:52 +01:00
1e7bd3d08b [HTML5] Allow selecting the export type.
Available types:
- Regular
- GDNative (support dynamic linking and thus GDNative WASM files)
- Threads (uses WebAssembly Threads)
2020-12-05 00:55:11 +01:00
611c4998e8 [HTML5] EditorRunNative works with GDNative.
This "breaks" our loading bar logic (libraries are not counted).
Fixing it is non trivial and probably deserves investigating a different
strategy.
2020-12-05 00:55:07 +01:00