Age | Commit message (Collapse) | Author |
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Export boot splash image and add option for custom HTML shell file in HTML5 export
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Remove need to _MKSTR version strings and rename "revision" to "build"
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As spotted by @neikeq - fixes #13068.
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Fix the prevention for sliding on slopes in the 2d version of move_and_slide
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Up android 'compileSdkVersion' to 24
[ci skip]
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It was readded in panic after I mistakenly removed the hardcoded "-3" in #12988,
forgetting that Windows would still use the same path and thus conflict with 2.1
(contrarily to macOS and Linux).
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[3.0] - Change editor_settings.tres to editor_settings-3.tres
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Done by using the same method the 3d counterpart uses.
Fixes #13063.
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That "revision" was inherited from SVN days but had been since then
used to give information about the build: "custom_build", "official",
"<some distro's build>".
It can now be overridden with the BUILD_NAME environment variable.
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Removes the need for _MKSTR all over the place which has the drawback of
converting _MKSTR(UNKNOWN_DEFINE) to "UKNOWN_DEFINE" instead of throwing
a compilation error.
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Add support for XDG Base Directory spec
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Implemented planar scaling with two modes.
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Code Folding
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Check whether GL context supports the expected API
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Fix #10798: Fixes Change Type does not change icon
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Fix Regression: running current scene (unsaved) will ask for main scene
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Add "View FPS" in 3D->Perspective's popup.
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"Fixes" to make it acceptable by clang-format.
"Fixes" to make it acceptable by clang-format.
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Visual Studio project creation bug fix
[ci skip]
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import fixes
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A bug in the /drivers SCons script was preventing files in the /drivers and some in the /thirdparty directories from being added to the VS project.
This will only affect builds that use the 'vsproj=yes' option.
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really use"
This reverts commit ca194033061b4b29fe00d8e9bddf2f0478b3c3f0.
See discussion in https://github.com/godotengine/godot/commit/ca194033061b4b29fe00d8e9bddf2f0478b3c3f0#commitcomment-25715906
It also did not fix the issue it claimed to fix.
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Add cpp.hint file to improve IntelliSense
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Cleanup old references to GLES2 renderer
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Fix import obj as scene.
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Fix the class docs for the rst-syntax errors.
[ci skip]
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Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html
(latest as of this commit).
Three virtual methods are added to OS for the various XDG paths we will use:
- OS::get_data_path gives XDG_DATA_HOME, or if missing:
~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_config_path gives XDG_CONFIG_HOME, or if missing:
~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows
- OS::get_cache_path gives XDG_CACHE_HOME, or if missing:
~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows
So for Windows there are no changes, for Linux we follow the full split spec
and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot.
Support for system-wide installation of templates on Unix was removed for now,
as it's a bit hackish and I don't think anyone uses it.
user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by
default, but when using the application/config/use_shared_user_dir option
it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame.
For now everything still goes in EditorSettings::get_settings_dir(), but
this will be changed in a later commit to make use of the new splitting
where relevant.
Part of #3513.
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I couldn't test it yet myself (GPU supports GL 4.5), so we'll need to see if it behaves
as expected on systems that don't support OpenGL 3.3 or GL ES 3.0.
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- Generate a correkt rst-syntax for the [/code] inline markup.
(http://www.sphinx-doc.org/en/1.6.5/rest.html#inline-markup)
- Fix xml souce bugs
for the sphinx's rst syntax werrors:
class_area.rst:319: WARNING: Inline literal start-string without end-string.
class_area2d.rst:287: WARNING: Inline literal start-string without end-string.
class_audioserver.rst:287: WARNING: Inline literal start-string without end-string.
class_control.rst:509: WARNING: Inline literal start-string without end-string.
class_image.rst:422: WARNING: Inline literal start-string without end-string.
class_image.rst:434: WARNING: Inline literal start-string without end-string.
class_inputevent.rst:74: WARNING: Inline literal start-string without end-string.
class_inputeventaction.rst:45: WARNING: Inline literal start-string without end-string.
class_inputmap.rst:47: WARNING: Inline literal start-string without end-string.
class_kinematicbody.rst:80: WARNING: Inline interpreted text or phrase reference start-string without end-string.
class_kinematicbody2d.rst:80: WARNING: Inline interpreted text or phrase reference start-string without end-string.
class_line2d.rst:182: WARNING: Inline literal start-string without end-string.
class_thread.rst:51: WARNING: Inline literal start-string without end-string.
class_treeitem.rst:160: WARNING: Inline literal start-string without end-string.
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Some Bullet bug fix
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Change HTML5 start-up API
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Restore post_import function
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Fix duplication of signals
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Fixed issues with clicking animation keys that are on frame 0
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Problem : While replacing old node properties with new ones, we
also copy meta data of old node's icon
Solve: don't copy meta so don't override _editor_icon
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Editor canvas item api rework
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Add currency code to iOS product details response
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Added a label to the Dock Positioner
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There are still some left in the Android Java code, even stuff to swap between
GLES1 and GLES2 support from early Godot days... would be good to see some cleanup
there too one day.
The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported.
It can be readded when GLES 2.0 support comes back. Fixes #13004.
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