Age | Commit message (Collapse) | Author |
|
|
|
- The export process now builds complete .ipa on macOS, instead of just
creating XCode project.
- The project includes Capabilities games usually require: Game Center,
Push Notifications, In-App Purchase.
- Icons and launch screens can be specified in export preset.
|
|
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:
* pos -> position
* rot -> rotation
* loc -> location
C++ variables are left as is.
|
|
|
|
|
|
to do path remapping.
Also added ability to tell the exporter that a shared object needs to be bundled in the build.
|
|
The forth in my quest to make Godot 3.x compile with -Werror on GCC7
|
|
|
|
|
|
|
|
ClassDB: Provide the enum name of integer constants
|
|
- Fixes some single-dash leftovers that were missed in the previous commit
- Reorder the help output for clarity, and document missing options
- Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit
- Improve error message on malformed arguments and do not display help on error
- Always use long form of arguments when starting a new Godot process from C++, for clarity and easy grepping
- Cleanup obsolete code here and there
|
|
|
|
main.cpp and help cleanup"
|
|
- Fixes some single-dash leftovers that were missed in the previous commit
- Reorder the help output for clarity, and document missing options
- Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit
- Improve error message on malformed arguments and do not display help on error
- Cleanup obsolete code here and there
|
|
|
|
|
|
|
|
-Added system for feature overrides, it's pretty cool :)
|
|
Some places were missing in e42d59f.
|
|
|
|
|
|
|
|
Slimmed down variant from the reverted #8375.
The rationale behind the name change is to give Godot's project file a unique
extension (".godot") that can be registered on the OS to be associated with
the Godot binary (OS registration not implemented here).
This PR also adds the possibility to start the game or editor if launched
with the project.godot passed as argument, which paves the way for allowing
a similar behaviour on a double-click in the OS file manager (code originally
by @Hinsbart).
Closes #6915.
|
|
|
|
|
|
WebGL 2 export per WebAssembly or asm.js
|
|
|
|
|
|
From https://github.com/lucasdemarchi/codespell
|
|
Android seems to be working again!
|
|
|
|
Missing download (need to discuss this!)
|
|
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
|
|
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
|