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2017-09-30Renamed fixed_process to physics_processAndreaCatania
2017-09-20Rename pos to position in user facing methods and variablesletheed
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.
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-16Synchronize parameter names in definition and declarationTwistedTwigleg
Fixes #10244.
2017-05-20Removal of InputEvent as built-in Variant type..Juan Linietsky
this might cause bugs I haven't found yet..
2017-04-10Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei
Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-26Input: Remove usage of platform dependent event IDs.Andreas Haas
The ID property for InputEvents is set by `SceneTree` when sending the event down the tree. So there's no need for the platform specific code to set this value when it will later be overriden anyway...
2017-03-22Implement warped mouse panning for 2D & 3D editorsPedro J. Estébanez
Enabled by default as in Blender, but can be disabled separately for 2D & 3D; the core functionality is in Input so this could be reused or even exposed to scripts in the future
2017-03-19Input: bind parse_input_event()Andreas Haas
When using get_tree().input_event(ev), the engine will JUST send the event down the SceneTree. However, you won't get any of the benefits of the Input singleton: - No InputMap actions will be emitted - The internal input state won't be modified, so methods like `Input.get_mouse_pos()` or `Input.is_joy_button_pressed` won't return the expected output after sending the event. This is fixed by using `Input.parse_input_event(ev)` instead. I guess we'll also have to update the docs to reflect that this is the preferred method of sending custom InputEvents.
2017-03-05A 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
2017-02-26Better handling of joypad device IDs.Andreas Haas
Now InputDefault is responsible for giving out joypad device IDs to the platform, instead of each platform handling this itself. This makes it possible for c++ modules to add their own "custom" gamepad devices, without the risk of messing up events in case the user also has regular gamepads attached (using the OS code). For now, it's implemented for the main desktop platforms. Possible targets for future work: android, uwp, javascript
2017-01-15Merge pull request #7127 from BastiaanOlij/ios_metersRémi Verschelde
Core motion implementation for iPhone (Accelerometer/Gyro/Magnetometer support)
2017-01-13rename Input.get_mouse_speed() to Input.get_last_mouse_speed()Juan Linietsky
2017-01-12Added support for getting gravity vector from iOSBastiaanOlij
2017-01-08renamed joystick to joypad everywhere around source code!Juan Linietsky
2017-01-02ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky
Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
2017-01-01Welcome 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!
2016-09-20Add function to get readable names for joystick eventsAndreas Haas
Closes #6476
2016-09-01-Modified Input and added is_action_just_pressed() as well as ↵Juan Linietsky
is_action_just_released()
2016-07-16Added gyroscope support to Godot and AndroidJamil Halabi
2016-07-05Input: add get_connected_joysticks() method.Andreas Haas
fixes #5465
2016-06-21Set default duration parameter of joystick vibration to 0.Andreas Haas
2016-06-18Add missing license headers in our source files (#5255)Rémi Verschelde
Also removes a couple wrong Godot headers from third-party source files.
2016-06-15Add joystick vibration support on Linux (#5043)Wilhem Barbier
2016-05-27Add magnetometer sensor support for Androidfluffrabbit
2016-02-29use joystick name from mapping-db if availablehinsbart
2016-01-27use fallback mapping from listHondres
2016-01-24can use fallback mapping on all platformshondres
2016-01-24support gamepad remapping on androidhondres
2016-01-22add mappings and increase max number of buttonshondres
2016-01-08Add some joystick functions to input. Enables manipulation of mappings at ↵hondres
runtime
2015-12-18Use tabs instead of spaces for new gamepad codehondres
2015-12-18Better gamepad supporthondres
2015-09-24Added ability to set custom mouse cursors. Not hardware accelerated yet.Juan Linietsky