Commit Graph

29 Commits

Author SHA1 Message Date
831b4a5366 Improve startup benchmarking
Move the benchmarking measuring methods from `Engine` to `OS` to allow for platform specific overrides (e.g: can be used to hook into platform specific benchmarking and tracing capabilities).
2023-05-23 13:22:35 -07:00
6fd9982358 [TLS] Add support for platform-specific CA bundles.
Adds a new OS::get_system_ca_certs method which can be implemented by
platforms to retrieve the list of trusted CA certificates using OS
specific APIs.

The function should return the certificates in PEM format, and is
currently implemented for Windows/macOS/LinuxBSD(*)/Android.

mbedTLS will fall back to bundled certificates when the OS returns no
certificates.

(*) LinuxBSD does not have a standardized certificates store location.
    The current implementation will test for common locations and may
    return an empty string on some distributions (falling back to the
    bundled certificates).
2023-05-12 09:58:23 +02:00
ec4d720850 Fix the issue causing the Godot Android Editor to crash when returning from the launched and running game
The issue was caused because the running game pid was not set, and thus had a value of `0`. When trying to stop the running game, the `EditorRun::stop()` logic would kill the process with pid 0, which on Android corresponds to the running app's own process, thus causing the editor to crash.
This issue did not happen on Godot 3 because pid with value of `0` are not considered valid.
2023-01-26 02:59:39 -08:00
d95794ec8a One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
ffe0e3970f Cleanup of the Android cursor shape logic 2022-10-05 11:57:57 -07:00
cd544fd86b Fix issue causing the project manager to crash because of missing path argument
In the process, the initialization logic is updated to show an error message and gracefully close the engine when setup errors occur.
2022-09-07 14:21:34 -07:00
2afef001e7 Cleanup Android C++ code 2022-05-31 17:11:05 +01:00
5711037bf6 Android port of the Godot Editor
These set of changes focus primarily on getting the core logic and overall Godot Editor UI and functionality up and running natively on Android devices.
UI tweaks / cleanup / polish, as well configuration for Android specific functionality / restrictions will be addressed in follow-up PRs iteratively based on feedback.

Co-authored-by: thebestnom <shoval.arad@gmail.com>
2022-03-28 14:04:51 -07:00
b8b4580448 Style: Cleanup single-line blocks, semicolons, dead code
Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
2022-02-16 14:06:29 +01:00
314f309035 Add DisplayServer.clipboard_has() to check clipboard content 2022-01-19 23:44:20 +08:00
fe52458154 Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
b3a43430aa Fixes on android:
- creating Vulkan context instead of OpenGL
- checking for validity of ENV in wrapper classes
- fix for access to JavaVM from threads
2021-03-18 10:41:54 +11:00
2d574bcc85 Leverage java annotations to simplify the logic used to register the Godot plugin methods. 2021-03-16 01:16:08 -07:00
99fe462452 Modernize Thread
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-01-29 12:02:13 +01:00
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
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
e7f259c366 Android: Allow Mouse Capture 2020-12-08 22:14:08 +02:00
175d43738a Enable the ability to use Godot as a subview within an Android app 2020-06-25 19:52:40 -07:00
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
d7b10beb1b Update the naming scheme for the GodotPlugin's methods in preparate of the vulkan integration. 2020-03-19 15:28:33 -07:00
f097defba1 Re-architecture of the Godot Android plugin. 2020-03-05 10:00:19 -08:00
386968ea97 Remove obsolete GLES3 backend
Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.

The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.

Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.

So long, OpenGL driver bugs!
2020-02-13 10:36:44 +01:00
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
0088385556 Add request permission automatically at android 2019-10-22 22:52:13 +03:00
5eaaabceaf Update the fallback input mapping for the Oculus mobile devices. 2019-08-26 18:48:54 -07:00
4061e5bb75 Support vibration for Android and iOS 2019-08-21 23:38:53 +09:00
2c3536810a Setup Godot to support the Oculus Mobile SDK. 2019-05-30 16:35:50 -07:00
6e46701e64 Android: Include Joysticks/Gamepads which are available on app start. 2019-05-28 18:23:30 +02:00
b2c0a687f1 Restructuring glue code to make it easier to extend 2019-04-05 21:44:06 +11:00