Age | Commit message (Collapse) | Author |
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Also fix some help strings.
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Fix setting the default icon briefly with tools=no
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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.
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added OAHashMap type
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interpolation.
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[ci skip]
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possible to save module files in module directories and the build system will
recognize them.
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The forth in my quest to make Godot 3.x compile with -Werror on GCC7
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several more issues. Made it optional in the project settings but defaults to true.
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Implement OrderedHashMap
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Make GDNative work on Android
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Now hopefully with correct code style
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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.
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instruction, fixes #9677
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Sanitize Android debug
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- The Windows, UWP, Android (on Windows) and Linux builds are
tested with Scons 3.0 alpha using Python 3.
- OSX and iOS should hopefully work but are not tested since
I don't have a Mac.
- Builds using SCons 2.5 and Python 2 should not be impacted.
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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/
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A change in `Main`'s API is needed. Please read the comment in the diff for an explanation.
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Removed unnecessary assignments
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ClassDB: Provide the enum name of integer constants
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- 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
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Also improves the command-line help text readability.
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project.godot. Closes #9459
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Adds Engine::is_editor_hint() method
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main.cpp and help cleanup"
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- 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
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Also improves the command-line help text readability.
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Input_default.cpp has been updated for the OUYA Game Controller to work
with fixed and functional mapping for Godot 3.0
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Fixes #10244.
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Control node enhancements
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The syntax is identical to what it was in 2.1, but now you specify
preset name instead of platform name.
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Fix for WebGL2 and HTML5 export
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The fix (inserting a fake event so actions get released properly) was already there but disregarded the case when the hardware sends values in the [0;1] range.
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