Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-01-01 | Update copyright statements to 2020 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it. | |||
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
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 | |