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AgeCommit message (Collapse)Author
2019-10-12Optimize images losslessly using `oxipng -o6 --strip all --zopfli`Hugo Locurcio
2019-10-01Fixed running the export templates with newer emscripten versions.Relintai
2019-09-14Fix HTML5 export after #30864Fabio Alessandrelli
2019-09-03Fixed javascript code to remove animateStatusIndeterminate callback when the ↵Enzo Ferrari
game is loaded. (cherry picked from commit a5a413c7e971808576bbcf369e91208b51d0d819)
2019-07-06Add microphone privilege settings support back into export and add privilege ↵Bastiaan Olij
exist check to camera server for iOS
2019-06-14Fix pointer position in hidpi-corrected resolutions on webLeonardo Giovanni Scur
2019-05-14Make Xcode recursive search frameworks in project dirVasiliy Makarov
2019-04-03dist: Rename Linux mime type to follow system conventionRémi Verschelde
Mime type definitions are usually named like the mime type they define, i.e. x-godot-project in our case. It was introduced with reverse DNS naming as that's what FlatHub favors, so it will need to be renamed there.
2019-03-20Enable Mojave "dark mode" on the editor title barAllan Davis
Enables "dark mode" in the editor and project selector title bars in macOS Mojave when selected in macOS System Preferences
2019-03-13Bump version to 3.2-devRémi Verschelde
No rest for the wicked.
2019-03-04Remove microphone from export options and distribution plistSam Green
2019-02-16New export options iOSBastiaan Olij
2019-02-10Fix version in osx_tools.appRémi Verschelde
2019-02-10Be explicit about usage of GDScript testsRémi Verschelde
Also drop empty "image" test, and print proper error when passing wrong test name. Fixes #25638.
2019-01-02escaped '&' in macos osx_tools.app Info.plistPrestonKnopp
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2019-01-01Fix missing/malformed license headersRémi Verschelde
2018-12-06File icons: separate icons for gdscript, resource, scene and projects.bruvzg
2018-12-05Tests: Drop old test_io referencing data which isn't includedRémi Verschelde
This should eventually be rewritten to properly test IO features, but this would be part of a bigger work on adding a proper testing framework for Godot features. Fixes #2454.
2018-11-27Change old Godot logo/splash screen in UWP assetsqarmin
2018-11-10[macOS] Fix file associations (for *.scn, *.tscn and project.godot).bruvzg
2018-11-05doc: Use HTTPS for docs.godotengine.org and point to latest branchRémi Verschelde
Fixes #23509.
2018-08-24Merge pull request #21336 from eska014/html5-new-presentationRémi Verschelde
Add responsive HTML5 export page with full-size canvas as new default
2018-08-23Add responsive HTML5 export page with full-size canvas as new defaultLeon Krause
2018-07-28Tweak AppStream metadata and add MIME type integrationHugo Locurcio
This allows Godot to be registered as an application to open Godot project files.
2018-07-27Main: Fix --check-only option implemented as pairedRémi Verschelde
Fixes #20503. Also added the option to the Linux manpage.
2018-07-24Rename AppStream metadata and desktop files to follow the specificationHugo Locurcio
This also adds a few more fields to the AppStream file to improve desktop integration.
2018-07-01Respect window/handheld/orientation setting in iOSYasha Borevich
2018-06-28Optimize images losslessly using `oxipng -o6 --strip all --zopfli`Hugo Locurcio
2018-06-24Remove the old AppImage structureHugo Locurcio
These files did not serve a real purpose since `icon.png` can be used as the AppImage icon, and a .desktop file can be found at `misc/dist/linux/godot.desktop` with the same contents.
2018-05-11Merge pull request #18770 from eska014/cmdlineRémi Verschelde
Command line fixes
2018-05-10Fix help/man for --export and --export-debugLeon Krause
2018-05-10Merge pull request #18765 from eska014/enginejs-extaltRémi Verschelde
Facilitate using non-default filename extensions in HTML5 platform
2018-05-10Accept non-default main packs in engine.js startGame()Leon Krause
Allows using startGame() with main packs exported as .zip, but also any other custom extension, for example if a web game host does not allow the .pck filename extension.
2018-05-10Fix keyboard focus lock-out with HTML5 canvas in iframeLeon Krause
2018-04-11iPhone X support and iOS-related fixesRuslan Mustakov
Starting from April 2018 Apple no longer accepts apps that do not support iPhone X. For games this mainly means respecting the safe area, unobstructed by notch and virtual home button. UI controls must be placed within the safe area so that users can interact with them. This commit: - Adds OS::get_window_safe_area method that returns unobscured area of the window, where interactive controls should be rendered. - Reorganizes how launch screens are exported - the previous way was incorrect and modern iPhones did not pick up the correct screens and because of that used a non-native resolution to render the game. - Adds launch screen options for iPhone X. - Makes launch screens optional in the export template. If not specified, a white screen will be used. - Adds App Store icon (1024x1024) export option as it now has to be bundled with the app instead of being provided in iTunes Connect. - Fixes crash when launching games in iOS Simulator. It happened because controllerWasConnected callback came before the engine was initialized. Now in such case the controllers will be queued up and registered after initialization is done. - Fixes issue with the virtual keyboard where for some reason autocorrection panel would intersect with the keyboard itself and not allow you to use the top row of the keyboard. This is fixed by disabling autocorrection altogether. Closes #17358. Fixes #17428. Fixes #17331.
2018-03-25Added the "GLES2" option for the video-driver in the terminal help.Michael Alexsander Silva Dias
2018-03-21Merge pull request #17666 from akien-mga/editor-fps-verboseRémi Verschelde
Add --print-fps option to output FPS to stdout
2018-03-21s/2017/2018/g for gles2, websocket, linux appdataPoommetee Ketson
2018-03-21Add --print-fps option to output FPS to stdoutRémi Verschelde
Works both for the editor and games. Projects can still use "debug/settings/stdout/print_fps" to enable it permanently. The --print-fps option takes precedence (so works even if the project setting is disabled). That setting is also no longer redefined on the fly based on the verbose flag, that was a mess.
2018-03-15Check only for WebGL 1.0, move test to HTML fileLeon Krause
Whether to use WebGL 1.0 or 2.0 can only be determined at runtime after reading project settings, so check for the lower version. The test is now in the HTML file, so if desired WebGL 2.0 can be checked early by changing the behaviour there.
2018-03-14Dist: Fix Linux desktop file launch argumentRémi Verschelde
2018-02-24Add --quit option to help output and update manpageRémi Verschelde
2018-01-25Dist: Update manpage and macOS version stringRémi Verschelde
2018-01-06Fix internal Emscripten JS API callsLeon Krause
Emscripten 1.37.24 no longer exports these by default
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-03Fix broken Info.plist after copyright updateRazah
Fixes #15293. + related misc fixes by @akien-mga.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-11-21Allow configuring iOS exportRuslan Mustakov
- EditorExportPlugin's _export_begin accepts all the arguments related to the current export (is_debug, path, flags). - EditorExportPlugin API is extended with methods allowing to configure iOS export: add_ios_framework, add_ios_plist_content, add_ios_linker_flags, add_ios_bundle_file. - iOS export template now contains Godot as a static library so that it can be linked with third-party Frameworks and GDNative static libraries. - Adds method to DirAccess for recursive copying of a directory. - Fixes iOS export to work with Xcode 9 (released recently).
2017-11-19Change HTML5 start-up APILeon Krause
Rename engine.start() to startGame(), new start() takes string arguments handed directly to main(). Rename Engine.loadEngine() to load(). Add setLocale(), setResizeCanvasOnStart(), setExecutableName() and preloadFile().