Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-01-26 | Merge pull request #54173 from nathanfranke/fix-exact-match | Rémi Verschelde | |
2022-01-24 | Fix action exact match | Nathan Franke | |
2022-01-24 | Merge pull request #56754 from madmiraal/fix-45592 | Rémi Verschelde | |
2022-01-20 | Add `Input.is_anything_pressed` method | Andrii Doroshenko (Xrayez) | |
2022-01-14 | Fix Actions mapped to triggers not using the full range | Marcel Admiraal | |
2022-01-13 | Use mouse event relative motion to calculate mouse velocity | Marcel Admiraal | |
2022-01-11 | Merge pull request #56322 from madmiraal/fix-42450 | Rémi Verschelde | |
2022-01-10 | Add joystick button index boundary check. Increase max. button number to 128 ↵ | bruvzg | |
(max. buttons supported by DirectInput). | |||
2022-01-04 | Document InputEventMIDI and add some missing 0xF MIDI messages | Aaron Franke | |
2022-01-03 | Update copyright statements to 2022 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2021-12-29 | Rename speed to velocity when it's a directional Vector | Marcel Admiraal | |
2021-12-17 | Revert "Fixed event spam when using the Nintendo Switch controller" | Marcel Admiraal | |
2021-12-17 | Sync controller mappings DB with SDL2 community repo | Rémi Verschelde | |
Synced with gabomdq/SDL_GameControllerDB@265b43b7895bc5cd5eaf498414e9c62b5152b0fb. | |||
2021-12-16 | Fixed event spam when using the Nintendo Switch controller | Sam Lantinga | |
There is no filtering on the Nintendo Switch Pro controller thumbstick, so there will frequently be events with very slight change. These are turned into "not pressed" events, which cancel "pressed" events from keys and buttons. This change filters out up to 5% jitter, but it might be worth revisiting whether "not pressed" events should cancel "pressed" events. | |||
2021-12-10 | Sync controller mappings DB with SDL2 community repo | Rémi Verschelde | |
Synced with gabomdq/SDL_GameControllerDB@348cfa347f21825e922493e3d15ed1bb3836e6c4. | |||
2021-12-09 | Replace String comparisons with "", String() to is_empty() | Nathan Franke | |
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings | |||
2021-12-06 | Unexpose joy_connection_changed method | kobewi | |
2021-11-23 | Rename `remove()` to `remove_at()` when removing by index | Lightning_A | |
2021-11-23 | Add Input.is_physical_key_pressed method. | bruvzg | |
2021-11-16 | Rename built-in `SGN()` macro to `SIGN()` | Hugo Locurcio | |
This matches the name of the GDScript function (except it's uppercase here). | |||
2021-11-12 | Use "enum class" for input enums | Aaron Franke | |
2021-11-03 | Sync controller mappings DB with SDL2 community repo | Rémi Verschelde | |
Synced with gabomdq/SDL_GameControllerDB@322aac4bb71d8c62ec7dcd4eb627a9d338b37684. Also improve parser errors to allow identifying the problematic mappings. | |||
2021-10-28 | clang-format: Various fixes to comments alignment from `clang-format` 13 | Rémi Verschelde | |
All reviewed manually and occasionally rewritten to avoid bad auto formatting. | |||
2021-10-28 | clang-format: Disable alignment of operands, too unreliable | Rémi Verschelde | |
Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`. | |||
2021-10-22 | Merge pull request #53812 from RandomShaper/expose_flush_input | Rémi Verschelde | |
2021-10-22 | Expose Input::flush_buffered_events() | Pedro J. Estébanez | |
2021-10-21 | Remove unimplemented methods | Marcel Admiraal | |
2021-10-19 | Fix handling multiple "physical key" events in the single input map action. | bruvzg | |
2021-10-18 | Merge pull request #53741 from DmitriySalnikov/exposed_sensor_setters_master | Rémi Verschelde | |
2021-10-15 | SCons: List `.gen.cpp` sources explicitly to avoid globbing errors | Rémi Verschelde | |
Whenever we change the name (or remove) generated cpp files with the `.gen.cpp` extension, users run into build issues when switching between branches (i.e. switching before and after the name change/removal). This is because we glob `*.cpp` so if a now-obsolete file from a previous build is present, we'll include it too, potentially leading to bugs or compilation failure (due to missing headers or invalid code). So globbing patterns in `add_source_files` will now skip files ending with `.gen.cpp`, which should instead be passed explicitly where they're used. | |||
2021-10-12 | Exposed setters for sensor values in Input class | Дмитрий Сальников | |
2021-10-04 | GDScript completion: Handle quote style ad-hoc to remove editor dependency | Rémi Verschelde | |
`core` and `scene` shouldn't depend on `editor`, so they can't query this style setting in `get_argument_options`. But we can handle it after the fact in GDScript's completion code. Also cleans up a couple extra unused invalid includes in `core`. | |||
2021-10-01 | Allow shortcuts to have any number of bindings. Updated UI as required. | Eric M | |
2021-09-30 | Use range iterators for `Map` | Lightning_A | |
2021-09-30 | InputEventJoypadMotion::set_axis - reject invalid axis | LATRio | |
2021-09-28 | Replace auto completion shortcut for mac | fabriceci | |
2021-09-26 | validate 'shortcut' in InputEventShortcut | LATRio | |
2021-09-21 | Improve implementation of builtin action overrides | Eric M | |
2021-09-15 | InputMap: Fixup `macos` feature tag overrides after #52291 | Rémi Verschelde | |
Fixes #52691. | |||
2021-09-15 | Rename `osx` to `macos` in input map feature tag handling | Hugo Locurcio | |
This follows the general feature tag rename for 4.0. | |||
2021-09-13 | Merge pull request #50375 from Paulb23/code_edit_unit_tests | Rémi Verschelde | |
2021-09-01 | Fix InputMap and display server not nulling singleton on free | Paulb23 | |
2021-08-31 | Make platform feature tag names lowercase | Hugo Locurcio | |
Feature tag names are still case-sensitive, but this makes built-in feature tags more consistent. - `Windows` -> `windows` - `OSX` -> `osx` - `LinuxBSD` -> `linuxbsd` - `Android` -> `android` - `iOS` -> `ios` - `HTML5` -> `html5` - `JavaScript` -> `javascript` - `UWP` -> `uwp` | |||
2021-08-23 | Merge pull request #51750 from jmb462/inputmap_action_suggestions | Max Hilbrunner | |
Adding InputMap action error suggestions for Input singleton (Fix #51634) | |||
2021-08-23 | Entirely removes BIND_VMETHOD in favor of GDVIRTUAL | reduz | |
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now. | |||
2021-08-16 | Adding InputMap action error suggestion for Input singleton | jmb462 | |
2021-08-16 | Fix input methods returning zero strength when pressed status not requested | Mai Lavelle | |
Fixes behavior of these methods: `InputMap::event_get_action_status` `InputEvent*::action_match` Previously when `p_pressed` was `nullptr`, `p_strength` would be set to `0.0f` regardless of event strength. This affected `InputEventAction` events processed by `Input.parse_input_event` for example. Regression found in afa89c9eea5c99 | |||
2021-08-13 | Style: Cleanup code using `text_editor/completion/use_single_quotes` | Rémi Verschelde | |
2021-08-13 | Add input buffering framework | Pedro J. Estébanez | |
Input buffering is implicitly used by event accumulation, but this commit makes it more generic so it can be enabled for other uses. For desktop OSs it's currently not feasible given main and UI threads are the same). | |||
2021-08-13 | Improve input event accumulation | Pedro J. Estébanez | |
- API has been simplified: all events now go through `parse_input_event()`. Whether they are accumulated or not depends on the `use_accumulated_input` flag. - Event accumulation is now thread-safe (it was not needed so far, but it prepares the ground for the following changes). - Touch drag events now support accumulation. |