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
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(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.
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(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
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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
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(cherry picked from commit 19ce63d87501b703b4c878fc9a48b36ac51975cd)
2023-08-30 11:03:23 +02:00
4bb48a4a5c
Ported from godot4: Fix reading Unicode from stdio.
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- 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.
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- 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
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(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
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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
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Fixes #71697 .
2023-02-07 02:15:31 +01:00
79842beb9a
Ported: Expose OS.read_string_from_stdin() to the scripting API
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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
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- `_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.
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(cherry picked from commit d99c32668a55ec56442f01e51f698a0cedb96bff)
2022-12-12 12:19:44 +01:00
Pedro J. Estébanez
53a2098620
Fix newlines not honored in Windows console
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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.
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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
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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
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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
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1f23bac645
2022-09-17 17:36:35 +02:00
Rémi Verschelde
c708c44180
SCons: Refactor LTO options with lto=<none|thin|full>
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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
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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