Age | Commit message (Collapse) | Author |
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Input: Refactor JOY_* constants.
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Use atan2 rather than acos in Vector3.angle_to.
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Cache DynamicFont resource for Android
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Fix wrong app name for Android export
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Make inline blocks in GDScript more (or less) pythonic
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Explicitly documented that Transform.basis is not necessarily an orth…
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Improved 2D snapping behavior
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Implement warped mouse panning for 2D & 3D editors
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Suppress error messages when using ConfigFile::get_value and a default is given
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added Timer is_time_left()
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Update ENet to use Godot sockets.
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Credits to jo_ for the joke and hcorion for finding the typo:
<hcorion> Hi all, I was busy translating godot to Pirate, and I noticed a
spelling error, on line 1035 in platform/uwp/export/export.cpp it mis-spells
certificate as certficate missing the extra i
<jo_> hcorion: Nice catch.
<jo_> If you make a PR, please call it 'i-patch for Pirate."
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Massive diff due to the tools/editor -> editor move.
The real changes are the difference between those two:
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From https://github.com/lucasdemarchi/codespell
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Make snapping affect nodes created by drag & drop
Make snapping for a single Node2D refer to its pivot
Refactor duplicate drag setup code
Replace one occurrence of the old set_pos by set_position
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Also fix detection of single-column dock if width < 1200,
it only worked with hidpi_mode=auto.
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**Breaking change**
Removed the `JOY_SNES_*` and `JOY_SEGA_*` constants. Imho there's no reason for a modern game engine to provide button aliases for decades-old hardware.
Also renamed `JOY_ANALOG_{0,1}_{X,Y}` to `JOY_ANALOG_{L,R}{X,Y}` and removed `JOY_ANALOG_2_*`.
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Fixes #8111.
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- Add blocking mode option to PacketPeerUDP.
- put_packet returns ERR_UNAVAILABLE when operation would block.
- ENet module uses non-blocking UDP.
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Keep compatibility with upstream enet libraries
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Android seems to be working again!
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Fixes #8001
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matrix.
Also added a check that in axis-angle rotations, axis is a normalized vector, and modified the docs accordingly.
Fixes #8113.
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Enabled by default as in Blender, but can be disabled separately for 2D & 3D;
the core functionality is in Input so this could be reused or even exposed to scripts in the future
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Fixes #8097
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Missing download (need to discuss this!)
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Fix random crashes when using yield()
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rm doc
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Travis: Add clang-format test to ensure code quality
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Commits or PRs that do not respect the clang-format style that we
enforce will fail the test.
Adding ubuntu-toolchain-r-test as its libstdc++ is necessary to install
libllvm-3.9.
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Before this change the libfreetype_builtin.a lib would be appended
at the very end of the linking flags, after system libs such as -lX11
or -lkernel32.
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Input: bind parse_input_event()
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When using get_tree().input_event(ev), the engine will JUST send the event down the SceneTree.
However, you won't get any of the benefits of the Input singleton:
- No InputMap actions will be emitted
- The internal input state won't be modified, so methods like `Input.get_mouse_pos()` or `Input.is_joy_button_pressed` won't return the expected output after sending the event.
This is fixed by using `Input.parse_input_event(ev)` instead.
I guess we'll also have to update the docs to reflect that this is the preferred method of sending custom InputEvents.
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InputMap: Rename joypad button "PS X" to "PS Cross".
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X11: Don't reset mouse cursor theme.
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Make Create New Node dialog resizable and burninate old dialog
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On KDE (and possibly others) the "default" cursor theme is actually some system default, not the one you've set in the desktop setting.
This was especially annoying when using a white cursor, as Godot would then reset back to a dark one.
In my case it was also keeping the cursor from changing its shape.
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Editor: Fix "About" dialog
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Some WebGL 2 and build fixes/clean-up
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Remove warning on owner re-assignment
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Update mouse position on touch and release events (Android)
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