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2016-03-12Borderless window support for the Win32 build. Default window position is ↵Saracen
now also centred.
2016-03-12-Made editor support SSL certs by default (embedded them)Juan Linietsky
-Made asset sharing support https -Many fixes to HTTPRequest -Added an asset installer dialog -Visual cleanups to asset sharing tab -Fixed some issues in ScrollContainer, hope it does not break things -Asset sharing tab is not visible (hidden on purpose) for now.
2016-03-09remove trailing whitespaceHubert Jarosz
2016-02-29use joystick name from mapping-db if availablehinsbart
2016-02-25OUYA gamepad mappings fixKrzysztof Jankowski
Fix gamepad mappings for OUYA revision 4
2016-02-25adds -pm and -project_manager command line options to start project managerAriel Manzur
fixes bug where the user has an engine.cfg on the executable directory so it runs the game instead of opening the project manager
2016-02-24added more Android gamepad mappingsDana Olson
2016-02-23added a couple more Linux mappings, tweaked Ouya Linux mappingDana Olson
2016-02-16fix is_joy_mapped return valuehondres
2016-02-15fix joystick axis handling for Input.is_action_pressed()hondres
2016-02-14x11: analog triggers for ps4 gamepadhondres
2016-02-08Merge pull request #3428 from Hinsbart/android-gamepadpunto-
support gamepad remapping on android
2016-02-03Merge pull request #3493 from Hinsbart/wm_classRémi Verschelde
x11: use different strings for WM_CLASS depending on context
2016-02-01added more gamepad mappingsDana Olson
2016-01-31do not fail on invalid audio driver, fixes #3466Juan Linietsky
2016-01-27x11: use different strings for WM_CLASS depending on contexthondres
2016-01-27use fallback mapping from listHondres
2016-01-26clear joystick state on disconnectionhondres
2016-01-24can use fallback mapping on all platformshondres
2016-01-24support gamepad remapping on androidhondres
2016-01-22add mappings and increase max number of buttonshondres
2016-01-21html5 gamepad supportHinsbart
2016-01-16Add ability to set "keep screen on" for androidvolzhs
2016-01-13Fix wrong type check for autoloadRémi Verschelde
Regression from c633a29. Fixes #3342
2016-01-13improve reporting of error in wrong inheritance for autoload scriptJuan Linietsky
2016-01-13attempt another fixJuan Linietsky
2016-01-13Reworked how autoloads are load to make sure identifiers always exist, ↵Juan Linietsky
please check if this resolves bug #3156
2016-01-12Merge pull request #3272 from Hinsbart/joy-bindingpunto-
Add some joystick functions to input. Enables manipulation of mapping…
2016-01-11Update copyright in remaining files + prints in the UIRémi Verschelde
2016-01-08Add some joystick functions to input. Enables manipulation of mappings at ↵hondres
runtime
2016-01-02Analog values for gamepad triggers, using axes 6 & 7hondres
2016-01-01Update copyright to 2016 in headersGeorge Marques
2015-12-31force thread model to single-safe when running editor, fixes #2387Juan Linietsky
2015-12-29removed wron return types, fixes #2483reduz
removed console, which was obsolete and unused sine long long ago
2015-12-28Ability to set autoloads as singleton global variablesreduz
2015-12-20fix debouncing in axis buttonsAriel Manzur
2015-12-18Use tabs instead of spaces for new gamepad codehondres
2015-12-18Better gamepad supporthondres
2015-12-12-added windowed mode with -w, fixes #3020Juan Linietsky
-changed default windowed resolution to 1280x720
2015-11-26Print error if no export destination has been passedest31
2015-11-24Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky
Conflicts: main/main.cpp
2015-11-24-work in progress resourceparser and .tscn parser. Still non-functionalJuan Linietsky
-fixed theora so it can compile theoralib but not theora -fixed generation of windows icon in .rc, which didn't previously work in 32 bits
2015-11-24Fix typo, missing quoteRémi Verschelde
2015-11-24Merge pull request #2876 from akien-mga/pr-boot-splash-debugRémi Verschelde
Silence too verbose boot splash debug info
2015-11-23Silence too verbose boot splash debug infoRémi Verschelde
2015-11-22Load main scene if defined when running editor from the command lineRémi Verschelde
If no main scene is defined, or if it's an empty string, the previous behaviour will still be used, i.e. launch the project manager. A small fix was also added not to maximize the window when opening the project manager via -editor (i.e. "godot" and "godot -e" will behave the same when no project is in the path). Fixes #2869.
2015-11-19Merge pull request #2518 from masoudbh3/godot-iconsJuan Linietsky
Add icon to exe file in windows export
2015-11-18Merge pull request #2706 from phobos-tro/main_memleaksJuan Linietsky
Fixing memleaks in main/main.cpp
2015-11-18Merge pull request #2707 from akien-mga/masterJuan Linietsky
Cosmetic fixes to SCons buildsystem
2015-11-09Add icon to exe file in windows exportmasoud bh
add version_info and icon sections in "export to windows platform". add version_info and icon to godot exe file (editor & template exe). fix an problem in image class. change all default icons to android export icon (a little more rounded). create an python script for convert file to cpp byte array for use in 'splash.h'.