Commit Graph

15 Commits

Author SHA1 Message Date
973b686a86 Found and updated some remaining old package paths. 2024-02-23 00:51:21 +01:00
bruvzg
bf8d0672f6 Update linker flags for Xcode 15.0 - 15.2. Bump min. iOS version to 12. 2024-02-08 14:30:10 +01:00
443140a9e8 File copyright header updates pt5. 2023-12-17 23:07:28 +01:00
b18d0a5fc9 Fix the android lib's package locations. 2023-08-27 22:56:41 +02:00
bruvzg
2be3b9c0ce Back-port notarytool, provisioning profile and PKG export options. 2023-08-27 12:12:20 +02:00
ca982ac507 Ported: Add benchmark logic
Add benchmarking measuring methods to `OS` to allow for platform specific overrides (e.g: can be used to hook into platform specific benchmarking and tracing capabilities).
- m4gr3d
Also contains some mouse pointer improvements.
2023-05-01 15:32:01 +02:00
91e598aa7b Ported: 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.
- akien-mga
b0b759e6da
2022-12-22 17:42:54 +01:00
Zach Coleman
6fd82aca20 Add ProMotion Support to iOS Exports 2022-11-13 00:51:09 +01:00
8198a3eafe Ported:
Set StartupWMClass in linux .desktop file. this allows linux app launchers and docks to correctly associate the godot project selector & editor windows with the icon used to launch godot.
it prevents this problem specifically: https://askubuntu.com/questions/1144214/why-does-my-custom-launcher-file-create-two-icons-on-the-launcher-bar . - backwardspy
0118a95976
2022-07-25 18:58:45 +02:00
8710bc131e Changed all icons. Also small cleanups. 2022-03-24 01:09:27 +01:00
32f148ac0c Mass replaced godot to pandemonium. 2022-03-23 20:46:05 +01:00
3049d142de Removed the build-solutions argument. 2022-03-16 02:51:11 +01:00
b4f0630c56 Removed the iphone mono libs. 2022-03-16 02:45:43 +01:00
ef48a1d12f Removed the uwp template. 2022-03-16 02:45:28 +01:00
49f8e8c398 Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00