The default one is "#!/bin/bash", but BSD systems doesn't have bash
in that path. For portability reasons, it should be changed to
"#!/usr/bin/env bash".
More info: https://en.wikipedia.org/wiki/Shebang_%28Unix%29#Portability
(cherry picked from commit 52abf4ba84b5a41ac9903af0ba1087bf18be2187)
Starting from April 2018 Apple no longer accepts apps that do not
support iPhone X. For games this mainly means respecting the safe area,
unobstructed by notch and virtual home button. UI controls must be
placed within the safe area so that users can interact with them.
This commit:
- Adds OS::get_window_safe_area method that returns unobscured area of
the window, where interactive controls should be rendered.
- Reorganizes how launch screens are exported - the previous way was
incorrect and modern iPhones did not pick up the correct screens and
because of that used a non-native resolution to render the game.
- Adds launch screen options for iPhone X.
- Makes launch screens optional in the export template. If not
specified, a white screen will be used.
- Adds App Store icon (1024x1024) export option as it now has to be
bundled with the app instead of being provided in iTunes Connect.
- Fixes crash when launching games in iOS Simulator. It happened because
controllerWasConnected callback came before the engine was
initialized. Now in such case the controllers will be queued up and
registered after initialization is done.
- Fixes issue with the virtual keyboard where for some reason
autocorrection panel would intersect with the keyboard itself and not
allow you to use the top row of the keyboard. This is fixed by
disabling autocorrection altogether.
Closes#17358. Fixes#17428. Fixes#17331.
(cherry picked from commit 1d9a3a9b1c9ef7db26e53c8aeaab731992cffd6e)
Saves asset md5sum's in a file that doesn't contain data that needs to be VC'd
Now saves the md5s to a different file (.import.md5)
Now reads the md5's from a separate file
Now uses a file in the .import folder to store md5s
(cherry picked from commit 030b59502ffe69a05e553e9cbb0fdc9f67aea706)
This fixes the problem described in #13996 in a proper way.
This also adds "deadzone" property to ScrollContainer. It can be used
on mobile, where taps are not as precise as mouse clicks. Player could
slightly move their finger when tapping, in which case we still want
the button to be pressed rather than the container to be scrolled.
(cherry picked from commit dcf5be92a3aede861909c08d06b114669bbe75e8)
New contributor added to AUTHORS:
@robfram
Thanks to all contributors and donors! :)
[ci skip]
(cherry picked from commit e6e911eb2bc5bcf5ee36063e59fde00fcd96bd97)
The cache and progress logic assumed the 'env' to be defined,
but it is only when the selected platform is in the supported list.
Fixes#17497.
(cherry picked from commit a44f9ca545795dc43a59ee284874eac81ac7cbe2)
When importing non-valid OGG Vorbis audio files, now the filesystem
navigation tree shows the correct sad red-face icon, as it does with
non-valid PNG, JPG or WAV files.
Fix#9793.
(cherry picked from commit a8d37de4611e1ee9e73a8aed19fe2d7090ec45ce)
Update of libwebm.
Up-to-date version of libwebm contains several bugfixes that allow playback of files that would crash Godot otherwise.
(cherry picked from commit e71f1099104e0420ebdd458b61225f7c29d79358)
Aside from the colors themselves, the rejection was adding somes issues later in the mesh import process.
(cherry picked from commit adbe74951362591f39828e346db10225bee36298)
The name of the remote host is passed to mbed TLS in all cases so the client hello message is correctly formed.
(cherry picked from commit 602da6fa4fbc13255e1b0f6c8748ff0035e96325)
I had a grid container and tried to set rect.min_height larger in the
editor; that caused an infinite loop in GridContainer::_notification
at line 118. The reason is max_index was being set to the *height* of
the row, not the *index* of the row. So later when it tried to erase
that row and try again, there was nothing to erase.
I applied the same fix to the width code.
(cherry picked from commit 561e57df1386122714fae7b413be91e210b33b65)
- Editor font hinting can now be tweaked in the Editor Settings.
- DynamicFonts used in projects now have tweakable hinting settings
in their DynamicFontData child. Changes will be visible upon
reloading the scene in the editor.
(cherry picked from commit c1544c12efe72dd584429e115ff484428f27e759)