Commit Graph

4270 Commits

Author SHA1 Message Date
Fredia Huya-Kouadio
ea9bb98f26
Merge pull request #66946 from m4gr3d/cursor_shape_logic_cleanup_main
Cleanup of the Android cursor shape logic
2022-10-05 13:07:34 -07:00
Fredia Huya-Kouadio
ffe0e3970f Cleanup of the Android cursor shape logic 2022-10-05 11:57:57 -07:00
Fredia Huya-Kouadio
38113acf0d
Merge pull request #66941 from winterpixelgames/bugfix-android-null-input-event
Fix null in android keyboard handling.
2022-10-05 10:51:58 -07:00
Jason Knight
88df3e8d53 Fix null in android keyboard handling. 2022-10-05 11:17:02 -06:00
Fredia Huya-Kouadio
3178b042b3 Fix the gradle build configuration for the Android platform following https://github.com/godotengine/godot/pull/66242 2022-10-05 08:41:48 -07:00
Rémi Verschelde
5b6ccf2fd2 Merge pull request #66720 from qarmin/unintialized_memory
Remove usage of unitialized variables
2022-10-05 11:42:47 +02:00
Rémi Verschelde
33f4c5282f Merge pull request #64819 from RandomShaper/enhance_thread_funcs
Enhance portability of threading
2022-10-05 11:42:35 +02:00
Rémi Verschelde
4bf3199000 Merge pull request #64886 from Calinou/web-editor-add-local-web-server-2
Replace local web server setup for web editor with a Python-based solution
2022-10-05 08:36:19 +02:00
Rémi Verschelde
2c94470dd1 Merge pull request #63983 from Calinou/scons-linux-execinfo-musl
Automatically use execinfo for crash handler on *BSD and musl-based Linux
2022-10-05 08:29:59 +02:00
Hugo Locurcio
8e04bffbcf
Automatically use execinfo for crash handler on *BSD and musl-based Linux
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-10-04 19:40:19 +02:00
Hugo Locurcio
1be1b15a57
Replace local web server setup for web editor with a Python-based solution
This makes it easier to set up, as you always have Python installed
when building Godot. On the other hand, you don't always have Node.js
+ npm installed (and you may not want to spend time running `npm install`).

Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
2022-10-04 19:39:27 +02:00
Pedro J. Estébanez
958ecf55fe Enhance portability of threading 2022-10-04 11:43:28 +02:00
Rémi Verschelde
4eaa59d0ed Merge pull request #66773 from MladoniSzabi/numpad-no-numlock-bug-linux
Remapped the numpad keys on linux when numlock is off
2022-10-04 11:29:01 +02:00
Rémi Verschelde
68765b8831 Merge pull request #66274 from Calinou/engine-rename-max-fps
Rename `Engine.target_fps` and associated project setting to `max_fps`
2022-10-04 11:19:56 +02:00
Rémi Verschelde
b7c68b343d Merge pull request #66832 from bruvzg/cmd_p_fix
[macOS] Fix ⌘ + . + other modifier triggering twice.
2022-10-04 11:19:41 +02:00
Rémi Verschelde
02e9e2d3c0 Merge pull request #66559 from zaevi/fix_ScrollContainer_touch_scroll
Fix ScrollContainer touch-scrolling not working.
2022-10-04 10:30:31 +02:00
Rémi Verschelde
9928cdc2e7 Merge pull request #66807 from akien-mga/core-unix-remove-NO_FCNTL-and-NO_STATVFS
Unix: Remove now unnecessary I/O defines, cleanup
2022-10-04 10:22:29 +02:00
Rémi Verschelde
cd7f172cf8 Merge pull request #66804 from akien-mga/core-remove-NO_SAFE_CAST
Remove unsupported `NO_SAFE_CAST`/`-fno-rtti` from Android build
2022-10-04 10:22:24 +02:00
Hugo Locurcio
1c6c72caf1
Rename Engine.target_fps and associated project setting to max_fps
This makes the setting easier to find, as research has found there are
numerous use cases to limiting FPS. This also improves documentation
related to the Engine property and project setting.

The project setting also works in projects exported in release mode,
so its location in the `debug/` section was misleading.
2022-10-03 23:54:36 +02:00
bruvzg
bfbbe9c1d0
[macOS] Fix ⌘ + . + other modifier triggering twice. 2022-10-03 20:44:50 +03:00
MladoniSzabi
cc0fd7e783 Remapped the numpad keys on linux when numlock is off
On Linux, when using the numpad while numlock is off doesn't do
anything. Made the numpad keys map to the correct control keys.

Resolves: #54814.
2022-10-03 12:53:42 +01:00
Rémi Verschelde
f501e4f665 Unix: Remove now unnecessary I/O defines, cleanup
- `LIBC_FILEIO_ENABLED` wasn't defined anywhere, even in _other platforms_.
- `NO_NETWORK` is also never defined. It probably isn't enough anyway to
  disable network APIs in the current codebase.
- `UNIX_SOCKET_UNAVAILABLE` is never defined in this code but used by some
  other platforms, clarify that.
- `NO_STATVFS` can be removed as Android supports it since API level 19,
  which is our current min SDK level. It's also only used for
  `DirAccessUnix::get_space_left()` which is anyway overridden by
  `DirAccessJAndroid::get_space_left()` so it shouldn't make a difference.
  * Fixed documentation for `DirAccess.get_space_left()`.
- `NO_FCNTL` is likely also a remnant of early Android days, in current NDK
  r23 it seems to be available. Also cleaned up unused `fcntl.h` includes.
- `NO_ALLOCA` is never defined, and we use alloca in many places now.
2022-10-03 12:33:41 +02:00
Rémi Verschelde
54418ea659 Remove NO_THREADS fallback code, Godot 4 requires thread support
This also removes `OS::can_use_threads` from the public API since it's always
true.
2022-10-03 11:23:26 +02:00
Rémi Verschelde
82b87d7a17 Remove unsupported NO_SAFE_CAST/-fno-rtti from Android build
Android was the last platform to still attempt to disable RTTI (for binary
size), but both the Android editor and now the ICU library used by templates
need RTTI.

There could still be the possibility to support this for non-ICU template
builds (i.e. without the TextServerAdvanced module), but since this isn't one
of the build configurations we test regularly it's pretty risky to keep this
option only for that specific use case. And our code is already littered with
`dynamic_cast`s which weren't guarded with `!defined(NO_SAFE_CAST)`.
2022-10-03 11:18:31 +02:00
Matthew Munro (mam552)
0f5b448a9c Fix inconsistent window state on X11.
Fixes #66413.
DisplayServerX11 tracks some internal state about whether the window is
fullscreen, minimized, maximized or none. This commit queries the
display server when the window changes, so that this internal state can
be correctly updated.
2022-10-01 16:01:28 -06:00
Rafał Mikrut
2233624152 Remove usage of unitialized variables 2022-10-01 21:09:22 +02:00
Rémi Verschelde
ef8834a642 Merge pull request #64784 from yedpodtrzitko/yed/ci-add-mypy
ci: add Python static analysis check via mypy
2022-09-30 17:44:39 +02:00
Rémi Verschelde
166df0896c Fix typos with codespell
Using codespell 2.3-dev from current git.

And fix typo in `methods.py` for `vsproj=yes` option (still won't work
though).
2022-09-30 14:23:36 +02:00
Jiri Suchan
c5bd2f9dce ci: add Python static analysis check via mypy 2022-09-30 19:03:17 +07:00
Rémi Verschelde
f47979f087
Merge pull request #66242 from akien-mga/scons-unify-tools-target 2022-09-30 12:28:50 +02:00
Rémi Verschelde
e5857bd6c7 Merge pull request #66548 from akien-mga/msvc-warnings-c4701-c4703
Fix MSVC warnings C4701 and C4703: Potentially uninitialized variable used
2022-09-28 20:47:50 +02:00
Zae
186ca020b3 Fix ScrollContainer touch-scrolling not working. 2022-09-29 01:47:03 +08:00
Rémi Verschelde
85fe6ecc32 Fix MSVC warnings C4701 and C4703: Potentially uninitialized variable used 2022-09-28 17:05:34 +02:00
Rémi Verschelde
0e53dd642c Fix MSVC warning C4706: assignment within conditional expression
Part of #66537.
2022-09-28 16:05:07 +02:00
bruvzg
4421378089
[Windows] Ignore excessive wintab mouse move events. 2022-09-28 10:12:04 +03:00
Rémi Verschelde
39facb35a0 SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.

New `target` presets
====================

The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:

- `editor`: Replaces `tools=yes target=release_debug`.
  * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
  * Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
  * Defines: `-O3`/`/O2`

New `dev_build` option
======================

The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:

- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
  enables generating debug symbols, does not define `NDEBUG` so `assert()`
  works in thirdparty libraries, adds a `.dev` suffix to the binary name.

Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.

Changed binary names
====================

The name of generated binaries and object files are changed too, to follow
this format:

`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`

For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`

Be sure to update your links/scripts/IDE config accordingly.

More flexible `optimize` and `debug_symbols` options
====================================================

The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:

`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-26 16:31:46 +02:00
Rémi Verschelde
49fcf4ffad Style: Cleanup header guards for consistency
Fix file names for {Static,Lightmap}RaycasterEmbree.
2022-09-26 13:51:17 +02:00
Rémi Verschelde
67f700d726
Merge pull request #66377 from bruvzg/macos_menu_cb_deferred
[macOS] Process menu callback after event processing step to avoid event queue corruption.
2022-09-25 08:38:10 +02:00
Rémi Verschelde
39be6695d1
Merge pull request #66295 from bruvzg/win_fix_wm_char_keysym
[Windows] Fix WM_CHAR processing code using Unicode char instead of Virtual key.
2022-09-24 22:59:44 +02:00
bruvzg
b66931946b
[macOS] Process menu callback after event processing step to avoid event queue corruption. 2022-09-24 23:57:24 +03:00
Rémi Verschelde
26e9145c26 SCons: Cleanup DEBUG, _DEBUG and NDEBUG defines
- `_DEBUG` is MSVC specific so it didn't make much sense to define for
  Android and iOS builds.
- iOS was the only platform to define `DEBUG`. We don't use it anywhere
  outside thirdparty code, which we usually don't intend to debug, so it
  seems better to be consistent with other platforms.
- Consistently define `NDEBUG` to disable assert behavior in both `release`
  and `release_debug` targets. This used to be set for `release` for all
  platforms, and `release_debug` for Android and iOS only.
- Due to the above, I removed the only use we made of `assert()` in Godot
  code, which was only implemented for Unix anyway, should have been
  `DEV_ENABLED`, and is in PoolAllocator which we don't actually use.
- The denoise and recast modules keep defining `NDEBUG` even for the `debug`
  target as we don't want OIDN and Embree asserting all over the place.
2022-09-23 15:21:26 +02:00
Rémi Verschelde
c5c3d13dc0 SCons: Remove redundant -fomit-frame-pointer and -ftree-vectorize
- `-fomit-frame-pointer` is included automatically by both GCC and
  Clang in `-O1` and above.
- `-ftree-vectorize` is included automatically by GCC in `-O2` and
  beyond, and seems always enabled by Clang.

Closes #66296. See that issue for a detailed investigation.
2022-09-23 13:56:16 +02:00
bruvzg
54adfb6dfd [Windows] Fix WM_CHAR processing code using Unicode char instead of Virtual key. 2022-09-23 14:16:16 +03:00
bruvzg
0dab11afa4
[macOS extend-to-title] Add scene/project name to the editor title, fix incorrect window button position/order when system primary language is RTL. 2022-09-22 23:09:56 +03:00
Rémi Verschelde
0b06f8b0bd Merge pull request #65816 from bruvzg/proj_settings_missing_flags
Add missing initial window flags and window mode to the project settings.
2022-09-21 18:56:31 +02:00
bruvzg
cdfa50dbe9
[macOS] Improve "extended to title" transition to / from fullscreen. 2022-09-21 11:21:48 +03:00
bruvzg
0ed4cc6287
[macOS] Add an option to align window buttons in "extend to title" mode. 2022-09-20 12:55:59 +03:00
Rémi Verschelde
aa553f4030 Merge pull request #65745 from akien-mga/scons-production-lto-earlier
Refactor handling of `production` flag and per-platform LTO defaults
2022-09-20 09:45:33 +02:00
Rémi Verschelde
7da532275b Merge pull request #65541 from clayjohn/renderer-setting
Split rendering driver project setting into renderer_name and rendering_driver
2022-09-20 09:43:59 +02:00
clayjohn
4a1c7de57c Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). 2022-09-19 10:26:10 -07:00