Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-10-20 | Fix possible audio input buffer issues | Marcelo Fernandez | |
2018-07-27 | Added support for single channel inputs for PulseAudio | Marcelo Fernandez | |
2018-07-27 | Implemented capture device selection for PulseAudio (marcelofg55) | Saracen | |
2018-07-27 | Modified Microphone implementation to handle only one device at a time (WIP) | Marcelo Fernandez | |
2018-07-27 | Experimental microphone support. | Saracen | |
2018-04-12 | Fix PulseAudio problems with 8 channels devices | Marcelo Fernandez | |
2018-03-26 | Added new audio device functions to set/get the audio device | Marcelo Fernandez | |
2018-03-01 | Support for uneven amount of channels on PulseAudio | Marcelo Fernandez | |
2018-01-05 | Add missing copyright headers and fix formatting | Rémi Verschelde | |
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module. | |||
2018-01-01 | Update copyright statements to 2018 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2017-09-12 | Fixed issues with surround sound on audio server | Marcelo Fernandez | |
2017-09-01 | Corrections to audio buffer size calculations | Marcelo Fernandez | |
2017-08-27 | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | |
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
2017-03-05 | A Whole New World (clang-format edition) | Rémi Verschelde | |
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code | |||
2017-01-16 | Adapt platforms to AudioServer refactoring | Rémi Verschelde | |
Fixes compilation on Windows and likely other platforms (at least as far as AudioServer changes were concerned), though they were not tested. | |||
2017-01-15 | Oops! Audio engine has vanished :D | Juan Linietsky | |
2017-01-01 | Welcome in 2017, dear changelog reader! | Rémi Verschelde | |
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games! | |||
2016-01-01 | Update copyright to 2016 in headers | George Marques | |
2015-09-26 | Fixed theora playback. Removed theoraplayer. | Juan Linietsky | |
Still need to get proper audio output latency in some platforms. | |||
2014-12-19 | Implemented PulseAudio backend and fixed audio driver selection on X11 | Alexander Stillich | |