Age | Commit message (Collapse) | Author |
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-changed default windowed resolution to 1280x720
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Conflicts:
main/main.cpp
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-fixed theora so it can compile theoralib but not theora
-fixed generation of windows icon in .rc, which didn't previously work in 32 bits
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Silence too verbose boot splash debug info
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If no main scene is defined, or if it's an empty string, the previous behaviour will still be used, i.e. launch the project manager.
A small fix was also added not to maximize the window when opening the project manager via -editor (i.e. "godot" and "godot -e" will behave the same when no project is in the path).
Fixes #2869.
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Fixing memleaks in main/main.cpp
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Fixes #2611 which was a regression from 692216b86ab97db91e7ff3903ffc9ac8e37433f6.
The bogus behaviour considered that if there were more than one arguments left to parse,
they would be a pair of arguments (switch and its parameter), and thus skipped the next
argument in all cases (thus potentially skipping a "-editor", which triggered #2611).
This is fixed by checking first for arguments that don't expect a parameter, and only
afterwards for arguments that expect a parameter. And if a "pair" of arguments is not
valid, we no longer increment the counter.
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Fixed misspelled local variable for code clarity
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ran cppcheck, fixed cases where array index is used before limits check
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-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc.
-Visible Navmesh and Navpoly
-Visible collision contacts for 2D and 3D as a red point
-Customizable colors in project settings
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-Better template handling
-Voice support
-Stream support
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-icons to show node menus
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Specifically, tar(g)et_fps
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shows the list of errors that happened during running the game, traces
can be analyzed
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and resources.
A general speedup should be apparent, with even more peformance increase when compiling optimized.
WARNING: Tested and it seems to work, but if something breaks, please report.
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-ability to make dock position configurable, and it gets saved
-editor starts maximized default
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-fixed deadlock on previews thread
-fixed compilation errors on unix
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Conflicts:
demos/2d/motion/engine.cfg
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also, 2D physics is now thread safe too.
see physics_2d/thread_model
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reason, fixes #1482
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-Added more debug information on memory cleanliness on exit (if run with -v)
-Fixed several memory leaks, fixes #1731, fixes #755
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-Added OS.get_splash_tick_msec() to query when splash appeared
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-Fixes to animationplayer
-fixes to collada importer
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-=-=-=-=-
Curse the day I decided to port UDP code, as it ended up
being two nights of work. At least It's done now (I hope).
-Fixed UDP Support, API seems stable
-Added UDP Chat demo (chat that can lose your packets, heh)
-Added helpers to areas and bodies to get list of collided bodies and contained bodies.
-Sped up screen/viewport capture code.
-Added code to save an image as PNG
-Small fix so scripts register their singletons after modules did.
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-=-=-=-=-=-=-=-=-=-=-=-=-=-
*YOUR SOURCE MIGHT NOT WORK*
For mor information on fix:
https://github.com/okamstudio/godot/wiki/devel_scene_tree
Other stuff:
-Shower of bullets demo
-Fixes all around
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-=-=-=-=-=-=-=-=-=-=
Build System:
-Big clean up of SCons, changed how builds are done to a much cleaner method (check the Github Wiki for instructions).
-Deactivated BlackBerry10 (sorry), if no mantainer found (or BlackBerry does not send us a Passort ;), platform will be removed as we have no longer devices to test.
Engine:
-Removed deprecated object and scene format (was in there just for compatibility, not in use since a long time).
-Added ability to open scenes even if a node type was removed (will try to guess the closest type).
-Removed deprecated node types.
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-=-=-=-=-=-=-=-=-=-=-=-=-=-
3D Physics:
-Fixed "Bounce" parameter in 3D
-Fixed bug affecting Area (sometims it would not detect properly)
-Vehicle Body has seen heavy work
-Added Query API for doing space queries in 3D. Needs some docs though.
-Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up:
-PinJoint
-HingeJoint (with motor)
-SliderJoint
-ConeTwistJoint
-Generic6DOFJoint
-Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions:
-input_event (mouse or multitouch input over the body)
-mouse_enter (mouse entered the body area)
-mouse_exit (mouse exited body area)
For Area it needs to be activated manually, as it isn't by default (ray goes thru).
Other:
-Begun working on Windows 8 (RT) port. Compiles but does not work yet.
-Added TheoraPlayer library for improved to-texture and portable video support.
-Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
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-=-=-=-=-=-=-=-=-=-=-=-=-=
-Begin work on Navigation Meshes (simple pathfinding for now, will improve soon)
-More doc on theme overriding
-Upgraded OpenSSL to version without bugs
-Misc bugfixes
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