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2017-10-23Improved monitors units and colors.Daniel J. Ramirez
2017-10-22Bind unbound enums, rearrange some by valuePoommetee Ketson
2017-10-21Refactor Fixed to PhysicsPoommetee Ketson
2017-10-20Fix window display shrink can't set to float numbersgeequlim
2017-10-14Merge pull request #12080 from djrm/pr_new_splashRémi Verschelde
New splash screen.
2017-10-14Redoing the ARVR GDNative interface as module and tighter implementationBastiaanOlij
2017-10-13New splash screen.Daniel J. Ramirez
2017-10-11Merge pull request #11539 from BastiaanOlij/remove_directory_scanRémi Verschelde
Removed directory scan from project load
2017-10-11Merge pull request #11954 from neikeq/dIgnacio Etcheverry
Added 'exposed' field to ClassInfo for registered classes
2017-10-10Made directory scan optionalBastiaanOlij
2017-10-09Adds 'exposed' field to ClassInfoIgnacio Etcheverry
This field represents if the class is exposed to the scripting API. The value is 'true' if the class was registered manually ('ClassDB::register_*class()'), otherwise it's false (registered on '_post_initialize'). - Added missing registration of classes that are meant to be exposed.
2017-10-05Make sure to obey hidpi to off by default, as present in project settings. ↵Juan Linietsky
Set it to on by default for editor. Many integrated GPUs can't really get enough performance to play games at hidpi, so this should be enabled manually.
2017-10-05Added the set/get_setting function in Editor/Project settings. Renamed has() ↵Juan Linietsky
to has_setting. Fixes #11844
2017-10-02Merge pull request #11568 from endragor/loggersAndreas Haas
Extract logging logic
2017-10-02Merge pull request #11659 from AndreaCatania/prephysicsAndreas Haas
Renamed fixed_process to physics_process
2017-09-30Renamed fixed_process to physics_processAndreaCatania
2017-09-29Fixed typo: 'texure' to 'texture'Indah Sylvia
2017-09-25Extract logging logicRuslan Mustakov
Previously logging logic was scattered over OS class implementations with plenty of duplication. Major changes in this commit: - Extracted logging logic into a separate Logger hierarchy. It allows easy configuration of logging mechanism depending on compile-time or run-time configuration. - Implemented RotatedFileLogger which is usually used with StdLogger, providing persistency of logs. It is often important to be able to obtain logs of the game even in production to be able to understand what happened prior to some problem. On mobile there previously was no way to obtain the logs aside from having the device connected to your machine. - flush() is not performed in release mode for every logged line. It is only performed for errors.
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
2017-09-20Rename pos to position in user facing methods and variablesletheed
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.
2017-09-19Merge pull request #11405 from karroffel/new-hashmapRémi Verschelde
added OAHashMap type
2017-09-19added OAHashMap typeKarroffel
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
2017-09-16Fixed to InputDefault, button mask was wrong. Fixes to editor camera ↵Juan Linietsky
interpolation.
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.
2017-09-01Merge pull request #10318 from endragor/ordered-hash-mapRémi Verschelde
Implement OrderedHashMap
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.
2017-08-29removed DISCARD built in variable, replaced by actual discard GLSL ↵Juan Linietsky
instruction, fixes #9677
2017-08-29Merge pull request #10531 from RandomShaper/remove-old-android-settingRémi Verschelde
Sanitize Android debug
2017-08-27Make build scripts Python3 compatibleMatthias Hoelzl
- 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.
2017-08-27Fix mixed tab/whitespace in build filesMatthias Hoelzl
2017-08-27Dead code tells no talesRémi Verschelde
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/
2017-08-22Removed unnecessary returns and break statementsWilson E. Alvarez
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.
2017-08-22Merge pull request #10340 from Rubonnek/remove-unnecessary-assignmentsRémi Verschelde
Removed unnecessary assignments
2017-08-21Merge pull request #10351 from neikeq/enums-are-for-the-weakJuan Linietsky
ClassDB: Provide the enum name of integer constants
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