Age | Commit message (Collapse) | Author |
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fixed Import LineEdit to label + label stylebox
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Make GDNative work on Android
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Fixes a bug in multimesh_instance_get_color
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Fix UV calculation for spritesheet in particles
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Implement texture UV transpose in the gles3 renderer
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Adds default directory for default_project_path
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Replacement of internal RegEx with PCRE2
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Non-realtime simulation
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Light Theme
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Fix shadow filter pcf5 implemented as pcf7
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Fix pre-Lollipop Android debug
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Implements OS_OSX::get_system_dir()
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Fixes two glitches in polygon2d wip mode introduced with #10614
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- added tab highlighting
- other changes to the theme to make use of contrast color
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- almost all the colors are generated now. They get adapted based on
the theme color. All the correct icons are used
- error label now uses error color
- added missing button colors in editor theme
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- deprecated because icon conversion now happens in godot itself
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Namely, automatically pick debug over Wi-Fi for devices with an older release and debug over USB otherwise.
A message is printed both in editor output window and console (uppercase here) to let the user know about what mechanism is being used and why.
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And renaming the `Device.release` field to `api_level` for correctness.
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Add a new decomposition to Basis.
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Guarantee start & end points are returned by Navigation2D
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Fix a crash when an early dialog tries to appear
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Let TileMap apply its material
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This new decomposition splits the basis into a rotation-reflection matrix and a positive scaling matrix, which is required for physics calculations.
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Now hopefully with correct code style
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This changes the order of creating some of the dialogs that may appear
during project import/startup. It is possible for the 'accept' dialog to
be required before it is initialized.
This moves all of these dialogs to earlier in the constructor so this
can't happen.
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The changes include work done to ensure that GDNative apps and Nim
integration specifically can run on Android. The changes have been
tested on our WIP game, which uses godot-nim and depends on several
third-party .so libs, and Platformer demo to ensure nothing got broken.
- .so libraries are exported to lib/ folder in .apk, instead of assets/,
because that's where Android expects them to be and it resolves the
library name into "lib/<ABI>/<name>", where <ABI> is the ABI matching
the current device. So we establish the convention that Android .so
files in the project must be located in the folder corresponding to
the ABI they were compiled for.
- Godot callbacks (event handlers) are now called from the same thread
from which Main::iteration is called. It is also what Godot now
considers to be the main thread, because Main::setup is also called
from there. This makes threading on Android more consistent with
other platforms, making the code that depends on Thread::get_main_id
more portable (GDNative has such code).
- Sizes of GDNative API types have been fixed to work on 32-bit
platforms.
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Remove 10778 related methods from GDNative
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After #10778 master didn't build any longer with GDNative. This removes
the methods removed in that PR from the GDNative bindings for Basis
also.
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Better spatial gizmo.
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Generate project files for VS2017
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Cleaned up logic in Tween::_tween_process(), fixes #9187 (3.0)
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Renamed 'script_changed' signal in the script editor plugin to 'edited_script_changed'
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Remove Basis::set_scale and Basis::set_rotation_* functions.
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Fixed problem with highlight boxes not updating on translation
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Disable -ffast-math for etc2comp
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Apparently -ffast-math generates incorrect code with recent versions of
GCC and Clang. The manual page for GCC warns about this possibility.
In my tests it doesn't actually appear to be measurably slower in this
case, and this is used in a batch process so it seems safe to disable
this.
This fixes #10758 and fixes #10070
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Fix GDNative API description generator
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