Age | Commit message (Collapse) | Author |
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on x11.
closes #5119
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NMake was not setup by the vsproj=yes compilation
parameter. After attempting other possible options,
this is the best fix for our current requirements.
Compiling via NMake is implementing an alternative
to SCons, so this fix escapes out of NMake
environment while also supporting different target
builds and IDE error list integration.
Also sets -j setting to 2 so that it's easy for
people to change it to a propper value and speed it
up a bit for those that do not.
Adds two missing .gitignore Visual Studio temp files
present in Visual Studio's .gitignore.
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binary that contains both 32 bits and 64 bits binaries
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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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