Age | Commit message (Collapse) | Author |
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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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Tweak command-line arguments to make them more UNIX-like
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Also improves the command-line help text readability.
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-Added system for feature overrides, it's pretty cool :)
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(Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
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-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.
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OUYA Game Controller for the Godot Game Engine version 3.0, allows the
controller to be implemented in the if (ANDROID) part within
input_default.cpp, hopefully fixing the problem that originated from
#9390 on version 2.1.4 BETA as well.
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-Label and Button reload translation on the fly
-Resources are loaded and reload depending on locale
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-Fixded BackBuffercopy object
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Adds the following resources:
- CapsuleMesh: a capsule object
- CubeMesh: a cube that can be subdivided
- CylinderMesh: a cylinder
- PlaneMesh: a horizontal plane that can be subdivided
- PrismMesh: a prism shape
- SphereMesh: a sphere
- QuadMesh: reintroduction of the original quadmesh
Removes the old Quad and TestCube nodes
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Make the naming consistent with other classes.
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-Added default environment editor setting
-Added environment created by default in new projects
-Removed default light and ambient from spatial editor, to make the editor more PBR compliant
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The `InputEvent::is_action(pressed|released)` methods weren't implemented yet.
Also fixed a typo in `InputDefault` that prevented `Input.is_action(pressed|released)` from working.
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this might cause bugs I haven't found yet..
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Possibly fixes various editor<->debugger connection related problems.
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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.
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Added various functions basic math classes. Also enabled math checks …
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"ALL IS GOOD" was a lie.
In particular, removes verbose "path not recognized" false positive.
The actual logic is to (somewhat naively) check all ResourceFormatLoaders
and to pick the first good match, so no need to warn about the formats
that do not match the type hint.
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Use .godot as file extension for project files.
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Objects on the screen were not displayed when the project was played,
because it looked for the values of width and height of menus with old
names (godot 2.1?) For that reason delivered value (0, 0).
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Now project files don't have to be named "godot.cfg" anymore, they can have any name so as long as it ends with *.godot.
Also godot will automatically start the editor now if launched with a project file as an argument.
This allows for double-clicking of projects to open them :)
Code-wise this should be complete, but there's still work to do:
- Make a nice icon for godot projects.
- Work on installers/packaging -> register the extension and icon with godot.
- Update the 2.1 to 3.0 exporter.
Tested on linux and windows so far.
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Also adds yet another type of ps4 controller.
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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
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