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2017-12-19Added font oversampling supportJuan Linietsky
2017-12-16fixed reference to splash fileJuan Linietsky
2017-12-16Added custom editor splash (including sponsor logo).Juan Linietsky
2017-12-14Updated input_default.cpp again (new maps take priority)Andrew Silver
Fixes #14639
2017-12-14GDScript files are converted to binary on export now.Juan Linietsky
2017-12-10Updated controller mappings for windows/mac/linuxAndrew Silver
2017-12-09Added splash screen with sponsorsDaniel J. Ramirez
2017-12-09Fixes vsync setting ignored when using a separate thread for renderingStefano Bonicatti
Setting the vsync in the main thread, after the rendering thread starts and takes the OpenGL context fails, so we need to do that before. Also, for some reason, the main thread cannot make current the context anymore. Fixes #13447
2017-12-07Style: Apply new clang-format 5.0 style to all filesRémi Verschelde
2017-11-28disable caching for targets using helper functionsRhody Lugo
2017-11-28use the same cache for all branches for appveyorRhody Lugo
2017-11-26Disable logger by default.Juan Linietsky
2017-11-22Modified low processor sleep to 8000 and made it customizable (should be ↵Juan Linietsky
customizable for editor too)
2017-11-21Merge pull request #11895 from m4nu3lf/rendering/separate_threadJuan Linietsky
Restore rendering on a separate thread
2017-11-21Merge pull request #13133 from endragor/resurrect-file-loggingRémi Verschelde
Return and repair file logging
2017-11-21Return and repair file loggingRuslan Mustakov
And make it configurable, too.
2017-11-21Native pan and zoom for macOSBernhard Liebl
2017-11-20Merge pull request #12387 from santouits/x1111Rémi Verschelde
Fix x11 boot logo position in fullscreen and in maximized
2017-11-20Pass engine name and version parts as proper stringsRémi Verschelde
Removes the need for _MKSTR all over the place which has the drawback of converting _MKSTR(UNKNOWN_DEFINE) to "UKNOWN_DEFINE" instead of throwing a compilation error.
2017-11-19Revert "change low cpu delay to 1 usec, should make editor smoother and not ↵Rémi Verschelde
really use" This reverts commit ca194033061b4b29fe00d8e9bddf2f0478b3c3f0. See discussion in https://github.com/godotengine/godot/commit/ca194033061b4b29fe00d8e9bddf2f0478b3c3f0#commitcomment-25715906 It also did not fix the issue it claimed to fix.
2017-11-19Merge pull request #12961 from eska014/platform-docRémi Verschelde
Facilitate documenting platform-exclusive classes
2017-11-18Restore rendering on a separate threadm4nu3lf
2017-11-18Facilitate exposing platform-exclusive interfaces to all platformsLeon Krause
This makes the interfaces available, without implementation, in other platforms and the editor, which facilitates documenting platform-exclusive classes. Platform-exclusive APIs must be set up in platform/<platform>/api/api.cpp. Provide noop method-implementations where necessary. Also setup and document the HTML5 platform's JavaScript singleton.
2017-11-17change low cpu delay to 1 usec, should make editor smoother and not really useJuan Linietsky
a lot more cpu. Fixes #11030
2017-11-16GDScript: Refactor "GD" class prefix to "GDScript"Rémi Verschelde
2017-11-14Move singleton management from ProjectSettings to EngineLeon Krause
2017-11-09Reworked how servers preallocate RIDs, should fix #10970Juan Linietsky
2017-11-09fixes to initialization orderJuan Linietsky
2017-11-09Make video mode initialization more intuitive, fixes #12022Juan Linietsky
2017-11-03Merge pull request #12262 from AndreaCatania/pplugJuan Linietsky
Physics server plug
2017-11-04Implemented physics plugAndreaCatania
Moved init_physics Implemented physics 2D plug Fix clang Fix clang Fix static check Fix clang Fix static check Moved physics server initialization Moved physics server settings initialization
2017-10-26Fix x11 boot logo position in fullscreen and in maximizedsantouits
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.