summaryrefslogtreecommitdiff
path: root/main/main.cpp
AgeCommit message (Collapse)Author
2017-09-30Renamed fixed_process to physics_processAndreaCatania
2017-09-24Fix typo in fixed-fps help lineHein-Pieter van Braam
2017-09-24main: Add --version switch and git hash to --helpRémi Verschelde
Also fix some help strings.
2017-09-21Merge pull request #11299 from marcelofg55/fix_seticon_defaultRémi Verschelde
Fix setting the default icon briefly with tools=no
2017-09-18Prevent running the crash_handler when a debugger is present on windowsMarcelo Fernandez
2017-09-17Fix setting the default icon briefly with tools=noMarcelo Fernandez
2017-09-13Added a crash handler to dump the backtrace on Windows, Linux and OS XMarcelo Fernandez
2017-09-13Style: Apply clang-format to @reduz's changesRémi Verschelde
[ci skip]
2017-09-12Changed the doc class generation to individual files per class. It is also ↵Juan Linietsky
possible to save module files in module directories and the build system will recognize them.
2017-09-12Merged docs and small correction to lowdpi feature (it supports windows now)Juan Linietsky
2017-09-08Fix unused variable warningsHein-Pieter van Braam
The forth in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-07Restored auto snapping of controls to pixels, fixes #10847 and probably ↵Juan Linietsky
several more issues. Made it optional in the project settings but defaults to true.
2017-08-31Merge pull request #10422 from endragor/gdnative-androidRémi Verschelde
Make GDNative work on Android
2017-08-30Renderer/Simulator flagsGustav Lund
Now hopefully with correct code style
2017-08-30Make GDNative work on AndroidRuslan Mustakov
The changes include work done to ensure that GDNative apps and Nim integration specifically can run on Android. The changes have been tested on our WIP game, which uses godot-nim and depends on several third-party .so libs, and Platformer demo to ensure nothing got broken. - .so libraries are exported to lib/ folder in .apk, instead of assets/, because that's where Android expects them to be and it resolves the library name into "lib/<ABI>/<name>", where <ABI> is the ABI matching the current device. So we establish the convention that Android .so files in the project must be located in the folder corresponding to the ABI they were compiled for. - Godot callbacks (event handlers) are now called from the same thread from which Main::iteration is called. It is also what Godot now considers to be the main thread, because Main::setup is also called from there. This makes threading on Android more consistent with other platforms, making the code that depends on Thread::get_main_id more portable (GDNative has such code). - Sizes of GDNative API types have been fixed to work on 32-bit platforms.
2017-08-29Merge pull request #10531 from RandomShaper/remove-old-android-settingRémi Verschelde
Sanitize Android debug
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-24Convert Object::cast_to() to the static versionHein-Pieter van Braam
Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
2017-08-22Fix Android remote debug not hitting breakpointsPedro J. Estébanez
A change in `Main`'s API is needed. Please read the comment in the diff for an explanation.
2017-08-21Removed unnecessary assignmentsWilson E. Alvarez
2017-08-21Fixes for new two-dash long command line argumentsRémi Verschelde
- 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
2017-08-21Tweak command-line arguments to make them more UNIX-likeHugo Locurcio
Also improves the command-line help text readability.
2017-08-20simplify the way window is allowed to steal focus, no longer relying on ↵Juan Linietsky
project.godot. Closes #9459
2017-08-20Merge pull request #10319 from neikeq/pr-engine-editor-hintJuan Linietsky
Adds Engine::is_editor_hint() method
2017-08-19Revert "Second take at making command-line arguments more UNIX-like + ↵Juan Linietsky
main.cpp and help cleanup"
2017-08-19Fixes for new two-dash long command line argumentsRémi Verschelde
- 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
2017-08-19Tweak command-line arguments to make them more UNIX-likeHugo Locurcio
Also improves the command-line help text readability.
2017-08-19Adds editor_hint to Engine classIgnacio Etcheverry
2017-08-14Enable command-line exportRuslan Mustakov
The syntax is identical to what it was in 2.1, but now you specify preset name instead of platform name.
2017-08-13Merge pull request #10257 from Faless/html5_fixesRémi Verschelde
Fix for WebGL2 and HTML5 export
2017-08-11Fix icon loading error a bootFabio Alessandrelli
2017-08-09Add expand stretch/ascpect - no more black barsYakov Borevich
2017-08-07Makes all Godot API's methods Lower CaseIndah Sylvia
2017-08-02Revert "Tweak command-line arguments to make them more UNIX-like"Juan Linietsky
2017-08-02Merge pull request #10014 from Calinou/tweak-command-line-argumentsRémi Verschelde
Tweak command-line arguments to make them more UNIX-like
2017-08-02Tweak command-line arguments to make them more UNIX-likeHugo Locurcio
Also improves the command-line help text readability.
2017-08-01Fix AudioServer::finish not getting called while quittingMarcelo Fernandez
2017-07-22Script languges are uninitialized properly now.Juan Linietsky
2017-07-22Several changes to better run in mobile.Juan Linietsky
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-07-19Fix errors with global config names no more sorrys pleasegeequlim
2017-07-17-Reorganized all properties of project settings (Sorry, Again).Juan Linietsky
(Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
2017-07-15Lots of work on Audio & Physics engine:Juan Linietsky
-Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
2017-06-28Reworked translation systemJuan Linietsky
-Label and Button reload translation on the fly -Resources are loaded and reload depending on locale
2017-06-26-Fixed SCREEN_TEXTURE and other related 2D shader parameters.Juan Linietsky
-Fixded BackBuffercopy object
2017-06-25BuildSystem: generated files have .gen.extensionPoommetee Ketson
2017-06-10Fix `network/debug/remote_port` editor setting not working properlyFabio Alessandrelli
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-05-09Allow selecting editor debug host and port.Fabio Alessandrelli
Possibly fixes various editor<->debugger connection related problems.
2017-05-01Rename project file to "project.godot"Rémi Verschelde
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.