Age | Commit message (Collapse) | Author |
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Fixes #4479
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-Added new Gradle build system, as it is the required build system
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Add way to look for templates at system wide level too
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process. Keeping old version just in case for now.
-Added ability to convert xml and tscn scenes to binary on export, makes loading of larger scenes faster
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For this, put the detection into the OS class and its subclass.
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Useful for everybody wanting to package godot.
Fixes #1026.
-> Retain the old behaviour: path in error msg only when exporting.
-> User templates override system templates
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-fixed theora so it can compile theoralib but not theora
-fixed generation of windows icon in .rc, which didn't previously work in 32 bits
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libao audio driver
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- Removed trailing spaces
- Made sure all indentation is done using tabs (fixes #39)
- Potentially fixed an identation issue for openssl check
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This does not set up NMAKE properly.
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H5 canvas polygon fix
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makes it possible to add a custom extra suffix to the base filename of
all generated binary files.
example :
scons p=windows extra_suffix=yourBranchName
or
scons p=windows bits=32 extra_suffix=v20150401_1642
or
scons p=windows extra_suffix=msvc2010_git20150401
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This reverts commit 2e59788aa9be6dab49e06588fcb1cf812e55a0cf.
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This reverts commit 9965e93f7eb7297490de597cc8ed8e18b4ba2872.
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This reverts commit d3280f91a13da6c106f95c289c095714c638d201.
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This reverts commit 41b729ccff74e5a9154bee7db0d36ffd74641eae.
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Based on inputs from reduz
1) Made etc1 optional driver and default yes.
2) Reverted the hack in rg_etc1.cpp
3) Disabled etc1 for javascript plaform.
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-moved commandline fix to mingw-only, should fix #1064
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Rationale: unused import, also prevented scons from building on my
setup.
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-Fixed many bugs in stretch mode
-Fixes to camera project and unproject as consequence of the above
-added setget to script (documented in script doc)
-more fixes to collada exporter for blender
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-=-=-=-=-=-=-=-=-=-=
Build System:
-Big clean up of SCons, changed how builds are done to a much cleaner method (check the Github Wiki for instructions).
-Deactivated BlackBerry10 (sorry), if no mantainer found (or BlackBerry does not send us a Passort ;), platform will be removed as we have no longer devices to test.
Engine:
-Removed deprecated object and scene format (was in there just for compatibility, not in use since a long time).
-Added ability to open scenes even if a node type was removed (will try to guess the closest type).
-Removed deprecated node types.
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-New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too.
-A lot of fixes to the 3D physics engine
-Added KinematicBody with demo
-Fixed the space query API for 2D (demo will come soon). 3D is WIP.
-Fixed long-standing bug with body_enter/body_exit for Area and Area2D
-Performance variables now includes physics (active bodies, collision pairs and islands)
-Ability to see what's inside of instanced scenes!
-Fixed Blend Shapes (no bs+skeleton yet)
-Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
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-Begin work on Navigation Meshes (simple pathfinding for now, will improve soon)
-More doc on theme overriding
-Upgraded OpenSSL to version without bugs
-Misc bugfixes
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-Support for lightmap baker, have fun figuring out how it works before tutorial is published.
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-Fix bug in GDScript, now static functions can call static functions.
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-Built-in version of the library for Windows, Android and iOS (other OSs use system one)
-Small fixes all around
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Adding aggresive build mode that spawns num_core+1 jobs. This speeds up
build time by 6. On my 8 core machine I'm down from 6m:16s to 1m:34s.
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