Age | Commit message (Collapse) | Author |
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
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Fix and improve command-line exporting help
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It was previously mentioning only one of the two required arguments.
This also mentions that the export path is relative to the project
directory.
This partially addresses #28646.
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Allow to change the home indicator behaviour on iOS
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New contributors added to AUTHORS:
@allkhor, @Eoin-ONeill-Yokai, @timothyqiu, @madmiraal, @zaksnet
Update sponsors on splash screen.
Thanks to all contributors and donors for making Godot possible!
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On iOS devices without a physical home button iOS
shows a home indicator instead. This is often in the
way of the UI or the game.
Added a project setting to disable hidden home indicator.
The default value is to hide the home indicator
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This change allows error messages to be printed in the editor debugger when the game fails on load, instead of displaying them in the console terminal only.
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Synced with gabomdq/SDL_GameControllerDB@d329cb6a71dbd6c6621a7841aa8109ba5062b58c.
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this commit causes godot executable to return non-zero exit code
once invalid script is passed via --script during --check-only
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Game camera override
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Improve support for directed graphs in A*; docs update included
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@DavidSichma, @ptrojahn
New Platinum sponsor, added to splash screen:
Interblock
New Gold sponsor:
Image Campus
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This closes #33322.
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Implemented uniform API in Viewport class to override 2D and/or
3D camera.
Added buttons in 2D and 3D editor viewport toolbars that override
the running game camera transform with the editor viewport camera
transform. Implemented via remote debugger protocol and camera
override API.
Removed LiveEditFuncs function pointers from ScriptDebugger class.
Since the debugger got access to the SceneTree instance (if one
exists), there is no need to store the function pointers. The live
edit functions in SceneTree are used directly instead. Also removed
the static version of live edit functions in SceneTree for the same
reason. This reduced the SceneTree -> Debugger coupling too since
the function pointers don't need to be set from SceneTree anymore.
Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'.
This is because the remote debugger is now using SceneTree directly
and 'core/' classes should not depend on 'scene/' classes.
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New contributors added to AUTHORS:
@creikey, @IronicallySerious, @LikeLakers2, @minraws, @NilsIrl,
@profan, @raphael10241024
New Platinum sponsor, added to splash screen:
Heroic Labs
Merged some duplicates via .mailmap to allow better tracking of
commit counts with `git shortlog -s -n -e --no-merges`.
Thanks to all contributors and donors for making Godot possible!
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This will exit early if the audio/video driver specified doesn't exist.
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This doesn't affect the resulting binary size, but allows to save
a phew seconds during compilation if building export templates.
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Implement backward shift deletion for OAHashMap
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The V-Sync project setting also applies to the editor, but
it will only take effect when the editor is restarted.
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Synced with gabomdq/SDL_GameControllerDB@ef8542c9f354e0f65cb861b67f0aa81366060874.
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Allow to reserve space for nodes in A* and elements in OAHashMap explicitly.
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* also handle overflow occurring in _get_probe_length
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Always use the GLES2 backend when generating the GDNative API JSON
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This enables the automatic GLES2 fallback if the hardware
doesn't support the GLES3 backend.
This closes #27768.
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Support vibration for Android and iOS
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connect_to_stream now accepts optional parameter to specify which
certificates to trust.
Implement accept_stream (SSL server) with key/cert parameters to specify
the RSA key and X509 certificate resources.
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Add Min/Max Window Size Setting
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Add project settings to easily set the minimum and maximum window size.
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Fixed link errors when building in debug with RegEx module disabled
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This reproduces the behavior used for printing when using the remote
debugger. The default limit is 100 errors and 100 warnings per second,
which makes it possible to display much more GDScript warnings
before overflowing.
This also adds a "Too many warnings" message, so that warnings
don't look like errors when overflowing anymore.
This closes #21896.
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