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2020-12-09[HTML5] Add logo and favicon to editor html.Fabio Alessandrelli
2020-12-09[HTML5] Improve the editor HTML template.Hugo Locurcio
2020-12-09[HTML5] Editor also persists cache.Fabio Alessandrelli
2020-12-05[HTML5] EditorRunNative works with GDNative.Fabio Alessandrelli
This "breaks" our loading bar logic (libraries are not counted). Fixing it is non trivial and probably deserves investigating a different strategy.
2020-11-17Add missing javascript semi-colons.Marcel Admiraal
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
2020-11-16Merge pull request #42863 from Calinou/add-windows-installer-filesRémi Verschelde
Add files to create a Windows editor installer using Inno Setup
2020-11-10iOS Export: export modification to support pluginsSergey Minakov
Added plugin configuration. Export options now use plugins that could be enabled/disabled. Plugin changes are observed at runtime.
2020-11-10iOS Modules: separate main platform code from modulesSergey Minakov
Moved previously builtin modules 'GameCenter', 'AppStore', 'iCloud' to separate modules to be represented as plugin. Modified 'ARKit' and 'Camera' to not be builtin into engine and work as plugin. Changed platform code so it's not affected by the move. Modified Xcode project file to remove parameters that doesn't make any effect. Added basic '.gdip' plugin config file.
2020-10-25Optimize SVG using `svgcleaner --multipass`Hugo Locurcio
This decreases the editor binary size by about 8 KB.
2020-10-19Add files to create a Windows editor installer using Inno SetupHugo Locurcio
This partially addresses https://github.com/godotengine/godot-proposals/issues/1432. To fully address the proposal above, official Windows installers will have to be compiled and distributed.
2020-10-14Add JavaScript editor html file.Fabio Alessandrelli
2020-10-02iOS: RefactoringSergey Minakov
Enabled ARC for iOS. Weakify/Strongify macros for objc blocks. Removed old version checks. Specific types for ObjC++ modules to exclude unneeded bridging. Separate DeviceMetrics class for device specific data. Replaced old/deprecated functionality.
2020-09-23Make canvas resize optional in HTML5.Fabio Alessandrelli
2020-09-23Better HiDPI support in HTML5.Fabio Alessandrelli
2020-09-10Remove unused variable in fixed-size.html.Marcel Admiraal
2020-09-09Explicitly add implicitly added semicolons.Marcel Admiraal
2020-08-19fix GDScript UTIHazar
changed from public.data to public.script
2020-08-10Fix inconsistent indentation in the FreeDesktop MIME type XMLHugo Locurcio
2020-07-25iOS SCons: static Vulkan binary usageSergey Minakov
Add VMA to iphone platform Use linkflag for iphone building to enforce static linking. Works fine with dynamic '.framework' library Updated xcode project to use '.a' static library
2020-07-25iOS Vulkan: copy icd to appSergey Minakov
2020-07-25iOS Export: MoltenVK framework for Vulkan supportSergey Minakov
2020-07-14Merge pull request #40298 from Calinou/optimize-ios-splashRémi Verschelde
Optimize the default iOS splash images
2020-07-13Commit other files changed by file_format.shAaron Franke
2020-07-13Commit only the SVG files changed by file_format.shAaron Franke
There were a lot of SVG files changed by file_format.sh
2020-07-11Optimize the default iOS splash imagesHugo Locurcio
Command used: parallel oxipng -o6 --strip --zopfli ::: **/*.png This saves about 14 KB in total.
2020-07-07iOS Export: add option to use storyboard for launch screenSergey Minakov
2020-07-03Merge pull request #40050 from naithar/feature/ios-gdnative-master-2Rémi Verschelde
[4.0] Add support of iOS's dynamic libraries to GDNative
2020-07-02iOS Export: Updated Info.plist. Framework embedding. Fixes for search pathsSergey Minakov
2020-06-29[macOS] Add support for the Apple Silicon (ARM64) build target.bruvzg
2020-06-23Export: Fix iOS enabling push notifications capabilitySergey Minakov
2020-06-23Export: Remove system frameworks from xcode templateSergey Minakov
2020-06-19Rename "Identifier" to "Bundle Identifier" in macOS/iOS export presetsHugo Locurcio
"Bundle Identifier" is more well-understood among macOS and iOS developers and is less ambiguous. This is a slight breaking change as export presets will need to be updated to account for this change. See https://github.com/godotengine/godot-docs/pull/3295.
2020-05-12Add WebSocket debugger, use it for Javascript.Fabio Alessandrelli
2020-05-10DisplayServerJavaScript implementation.Fabio Alessandrelli
2020-05-06Request the dedicated GPU when starting Godot from the `.desktop` fileHugo Locurcio
See <https://www.hadess.net/2020/05/dual-gpu-support-launch-on-discrete-gpu.html> for more information on this newly added `.desktop` entry property.
2020-04-22Set the `title` tag in the HTML5 export immediatelyHugo Locurcio
This makes the project title display without having to wait for the project to finish loading.
2020-03-31Fix exporting corrupted Xcode pbxproj if project name has spacesIgnacio Etcheverry
2020-03-21Make file formatting comply with POSIX and Unix standardsAaron Franke
UTF-8, LF, no BOM, and newlines at the end of files
2020-02-22SCons: Bump required C++ standard to C++17Rémi Verschelde
As per #36436, we now need C++17's guaranteed copy elision feature to solve ambiguities in Variant. Core developers discussed the idea to move from C++14 to C++17 as our minimum required C++ standard, and all agreed. Note that this doesn't mean that Godot is going to be written in "modern C++", but we'll use modern features where they make sense to simplify our "C with classes" codebase. Apart from new code written recently, most of the codebase still has to be ported to use newer features where relevant. Proper support for C++17 means that we need recent compiler versions: - GCC 7+ - Clang 6+ - VS 2017 15.7+ Additionally, C++17's `std::shared_mutex` (conditionally used by `vk_mem_alloc.h` when C++17 support is enabled) is only available in macOS 10.12+, so we increase our minimum supported version.
2020-02-16Add a fish shell completion file for the Godot editorHugo Locurcio
2020-02-13Remove obsolete GLES3 backendRémi Verschelde
Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
2020-02-11Add static Vulkan loader.bruvzg
Initial Vulkan support for Windows. Initial Vulkan support for macOS.
2020-02-08Merge pull request #35381 from Calinou/html5-export-faviconFabio Alessandrelli
Export and reference the icon as favicon when exporting to HTML5
2020-02-05Drop obsolete Dockerfile, we now have official build containersRémi Verschelde
Cf. https://github.com/godotengine/build-containers A user-friendly tool using those containers will soon be released and documented.
2020-02-01Export and reference the icon as favicon when exporting to HTML5Hugo Locurcio
This makes the project icon display immediately as a favicon when opening the page, without having to wait for the project to finish loading.
2020-01-29Bump version to 4.0-devRémi Verschelde
No peace for the weary. :)
2020-01-27Add a Bash completion script for the Godot editorHugo Locurcio
2020-01-26Linux: Sync man page with current --help outputRémi Verschelde
2020-01-10Add a zsh completion file for the Godot editorHugo Locurcio
This provides rich autocompletion when using Godot's command line interface.