Commit Graph

73 Commits

Author SHA1 Message Date
8b9b77dd60 Fix windows compile. 2024-02-08 20:36:43 +01:00
02e3210a60 Updated copyright info in pandemonium_res.rc. 2024-02-08 17:48:38 +01:00
floatingpointer
808103890a Add XInput device ID for wireless Series 2 Elite controller
(cherry picked from commit 81f9c0345c963ab1f06c2ed1d2d76368bdbd8f56)
2024-02-08 15:05:04 +01:00
ocean (they/them)
6f4467b13a Build system: add option for MSVC incremental linking.
(cherry picked from commit bbafe14970cf2a101b8b04dbfafeeaa9ddfb5d4d)
2023-12-20 22:03:39 +01:00
98912a89e8 File copyright header updates pt9. 2023-12-18 00:25:33 +01:00
88e9ad04f2 Moved back the servers and resources from core. 2023-12-10 23:11:07 +01:00
238bf1b331 Moved the RenderingServer to core. 2023-12-10 19:04:24 +01:00
2199cba049 Fix compile error. 2023-09-10 15:12:26 +02:00
84ccfb340a Fix compile errors. 2023-09-10 15:03:32 +02:00
c380bd6587 More include juggling. 2023-09-10 14:59:32 +02:00
ca326971a4 More missing includes. 2023-09-10 14:53:45 +02:00
33c1b9c50f Added all os windows the includes temporarily to the sub process class. 2023-09-10 14:45:12 +02:00
3214cac8a6 Try to fix windows includes. 2023-09-10 14:37:48 +02:00
5e4b583b32 Added sub_process_windows.cpp to the build. 2023-09-10 14:18:18 +02:00
96470d4743 Fix template deduction. 2023-09-10 14:06:00 +02:00
25533eed23 Implemented SubProcessWindows. It will likely have issues / not compile. 2023-09-10 13:30:56 +02:00
1877ecd379 Fix warning. 2023-09-10 09:59:50 +02:00
Rémi Verschelde
83738e314c SCons: Disable misbehaving MSVC incremental linking
Fixes #77968.

(cherry picked from commit bc1aef88eef7bb09d1c537bf150414c50abfa374)
2023-08-30 11:16:00 +02:00
Dominik
a672409537 Added a few additional GUIDs to list of hardcoded IDs in is_xinput_device
(cherry picked from commit 19ce63d87501b703b4c878fc9a48b36ac51975cd)
2023-08-30 11:03:23 +02:00
4bb48a4a5c Ported from godot4: Fix reading Unicode from stdio.
- bruvzg
3d8a942a56
2023-08-05 20:33:48 +02:00
c4e76950fa Pass in variables as intended to CreateProcessW(). 2023-08-05 20:24:32 +02:00
5d60b3af04 Ported from Godot4: Fix Windows execute exit code.
- bruvzg
94355249c3
2023-08-05 20:18:53 +02:00
3ae1ad93dc Update the variant types in the windows natvis file. 2023-07-11 16:52:26 +02:00
PrecisionRender
79492d4ecb Fix Xbox Series controller duplicate input
(cherry picked from commit e9400867b3aff74ef0b4d3ba3a7b9f3efc357bfc)
2023-03-12 15:41:15 +01:00
Juan Linietsky
8ff42d39ee Fix AltGR getting stuck on Windows right alt-tab
Fixes #28511.

(cherry picked from commit e01452adb0ac51bbbb0304773b1efd28ca1a3f2d)
2023-03-12 15:40:32 +01:00
f05211351b Fix typos. 2023-02-07 03:09:55 +01:00
Jordan Schidlowsky
c2d57b6898 Windows: Fix heap overflow setting native icon
Fixes #71697.
2023-02-07 02:15:31 +01:00
79842beb9a Ported: Expose OS.read_string_from_stdin() to the scripting API
This can be used in scripts to read user input in a blocking manner.
This also removes the unused `block` argument, which is always `true`.
- Calinou
badcfa2523
2023-02-07 01:07:31 +01:00
1b0aac6028 Renamed Map to RBMap. 2023-01-15 19:12:50 +01:00
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
bruvzg
84e3dbd406 Use symbols from .pdb only, to avoid incorrect names in the backtrace when symbols are missing.
(cherry picked from commit d99c32668a55ec56442f01e51f698a0cedb96bff)
2022-12-12 12:19:44 +01:00
Pedro J. Estébanez
53a2098620 Fix newlines not honored in Windows console
This is relevant when building with `windows_subsystem=console`.

(cherry picked from commit e14c5186e25020a3759f7e444eba00fb3aa82bb3)
2022-11-30 19:25:59 +01:00
bruvzg
f4d5d82a99 Windows icon export improvements.
Regenerate Windows icon on export to ensure correct icon size order.
Add support for using PNG/WebP/SVG files as an icon for Windows exports.
Allow using WebP/SVG files as icon for macOS exports.
Add option to select generated icons interpolation, and set default interpolation to Lanczos.
2022-11-30 14:38:28 +01:00
47ee4c6415 Clean up exception ahndling and rtti flags for msvc. 2022-10-09 10:41:24 +02:00
bruvzg
3c49c13d1a Fix WM_CHAR processing code using Unicode char instead of Virtual key. 2022-10-08 17:00:48 +02:00
Hugo Locurcio
2d2615e0ea Enable ANSI escape code processing on Windows 10 and later
This lets the engine and projects use the same color codes
in the terminal on all platforms.
2022-10-08 16:50:02 +02:00
bruvzg
160462c57b Simplify code signing options, add support for rcodesign tool for signing and notarization. 2022-10-08 16:37:21 +02:00
Rémi Verschelde
fe5d1cc8ff SCons: Refactor handling of production flag and per-platform LTO defaults
Fixup to #63288.
See #65583 for the bug report.

Co-authored-by: Cyberrebell <chainsaw75@web.de>
(cherry picked from commit 35a15e619161798820b2bd6ff46178c5b7ccebcf)
2022-10-08 16:18:23 +02:00
f30076a9f5 Ported: Disable menus and functionality that are not relevant on the Android Editor port - m4gr3d
1f23bac645
2022-09-17 17:36:35 +02:00
Rémi Verschelde
c708c44180 SCons: Refactor LTO options with lto=<none|thin|full>
Adds support for LTO on macOS and Android.
Disable LTO by default on iOS even if `production=yes` is set.

Also add `linker` option to `server` platform missed in #63283.

Refactor code handling old arguments to make it simpler (breaks compat,
but is explicit enough about it and scripts are easy to fix).
2022-09-16 22:54:09 +02:00
e2d42db711 Also renamed the files. 2022-08-19 21:24:36 +02:00
cffe742085 Renamed the VisualServer to RenderringServer like in Godot4, as I think it's a lot better name for it. I did not yet rename the files. 2022-08-19 20:50:20 +02:00
56f71c7275 Ported: Refactor the export checking logic to improve separation of concerns - m4gr3d
d2213f76a9
2022-08-19 12:08:35 +02:00
99e94b08c4 Moved base input related classes to core/input. 2022-08-17 17:02:24 +02:00
04feb63860 Moved Engine and projectSettings. 2022-08-17 15:35:28 +02:00
be16fe23ad Moved the error macros. 2022-08-17 15:14:19 +02:00
220b2db443 Moved String and related classes under a string folder in core. 2022-08-17 14:19:55 +02:00
e71e3ed897 Now Vector4, Vector4i, Projection, PoolVector4Array, PoolVector4iArray, are built in variant types. Also reordered the Variant's Type enum, renamed _RID in it to RID, fixed a few smaller issues and removed some very old compat code. 2022-08-16 21:55:56 +02:00
220954cf08 Backported most of the improvements to String from Godot4. 2022-08-15 22:54:03 +02:00
730bce8587 Renamed Quat to Quaternion for consistency with the other engine math classes. 2022-08-13 15:22:33 +02:00