Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-02-21 | Remove unused variables from full-size.html | Marcel Admiraal | |
2021-02-19 | [HTML5] Better fullscreen, canvas resizing. | Fabio Alessandrelli | |
Three canvas resize policies: - `None`: Godot window settings are ignored. - `Project`: Godot handles the canvas like a native app (resizing it when setting the window size). - `Adaptive`: Canvas size will always adapt to browser window size. Use `None` if you want to control the canvas size with custom JavaScript code. | |||
2021-02-19 | [HTML5] Easier HTML templates, better deinit/cleanup. | Fabio Alessandrelli | |
2021-02-14 | Change logo in the About dialog box (return Godot's teeth) | Danil Alexeev | |
2021-02-11 | [HTML5] Editor: ensure canvas focus when switching tabs. | Fabio Alessandrelli | |
2021-02-11 | [HTML5] Fix web editor "clear persistent data". | Fabio Alessandrelli | |
Was broken after update to new persistent path "/home/web_user". | |||
2021-02-03 | [HTML5] Make home path persistent in editor. | Fabio Alessandrelli | |
We used to only persist specific sub-folder of /home/web_user/ when running the Web Editor. This resulted in bad UX about default project creation path etc. This PR makes the whole folder persistent, move the zip preloading to a different folder (to avoid persisting it), and automatically prompt the user to import it if present. | |||
2021-01-26 | Merge pull request #45277 from bruvzg/ios_arm64_sim | Rémi Verschelde | |
Add separate `simulator` flag for iOS build, change main library to `xcframework`. | |||
2021-01-25 | [HTML5] Better editor HTML, small refactor. | Fabio Alessandrelli | |
Side and GDNative libraries are now added by engine.js , the dynlink pre js had been deleted. | |||
2021-01-19 | Cleanup: Remove executable bit from files which don't need it | Rémi Verschelde | |
Drop unused xpmfix.sh script. | |||
2021-01-18 | [WIP] Add separate `simulator` flag for iOS build, change main library to ↵ | bruvzg | |
`xcframework` format. | |||
2021-01-07 | Make links on the HTML5 editor more readable | Hugo Locurcio | |
This also tweaks the focus style to apply to all elements for better keyboard navigation. | |||
2021-01-01 | Update copyright statements to 2021 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆 | |||
2020-12-26 | Fix and decrease Godot logo size in the HTML5 editor loader | Hugo Locurcio | |
The logo can no longer overflow the viewport. | |||
2020-12-11 | Remove two very slightly displaced duplicate vertices on Gobot's face | Lorenzo Cerqua | |
They didn't show up at all in the rendered PNG, but were pretty annoying when working with Gobot face on Inkscape | |||
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. | |||
2020-11-17 | Add missing javascript semi-colons. | Marcel Admiraal | |
2020-11-16 | Remove empty lines around braces with the formatting script | Aaron Franke | |
2020-11-16 | Merge pull request #42863 from Calinou/add-windows-installer-files | Rémi Verschelde | |
Add files to create a Windows editor installer using Inno Setup | |||
2020-11-10 | iOS Export: export modification to support plugins | Sergey Minakov | |
Added plugin configuration. Export options now use plugins that could be enabled/disabled. Plugin changes are observed at runtime. | |||
2020-11-10 | iOS Modules: separate main platform code from modules | Sergey 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. | |||
2020-10-25 | Optimize SVG using `svgcleaner --multipass` | Hugo Locurcio | |
This decreases the editor binary size by about 8 KB. | |||
2020-10-19 | Add files to create a Windows editor installer using Inno Setup | Hugo 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. | |||
2020-10-14 | Add JavaScript editor html file. | Fabio Alessandrelli | |
2020-10-02 | iOS: Refactoring | Sergey 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. | |||
2020-09-23 | Make canvas resize optional in HTML5. | Fabio Alessandrelli | |
2020-09-23 | Better HiDPI support in HTML5. | Fabio Alessandrelli | |
2020-09-10 | Remove unused variable in fixed-size.html. | Marcel Admiraal | |
2020-09-09 | Explicitly add implicitly added semicolons. | Marcel Admiraal | |
2020-08-19 | fix GDScript UTI | Hazar | |
changed from public.data to public.script | |||
2020-08-10 | Fix inconsistent indentation in the FreeDesktop MIME type XML | Hugo Locurcio | |
2020-07-25 | iOS SCons: static Vulkan binary usage | Sergey 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 | |||
2020-07-25 | iOS Vulkan: copy icd to app | Sergey Minakov | |
2020-07-25 | iOS Export: MoltenVK framework for Vulkan support | Sergey Minakov | |
2020-07-14 | Merge pull request #40298 from Calinou/optimize-ios-splash | Rémi Verschelde | |
Optimize the default iOS splash images | |||
2020-07-13 | Commit other files changed by file_format.sh | Aaron Franke | |
2020-07-13 | Commit only the SVG files changed by file_format.sh | Aaron Franke | |
There were a lot of SVG files changed by file_format.sh | |||
2020-07-11 | Optimize the default iOS splash images | Hugo Locurcio | |
Command used: parallel oxipng -o6 --strip --zopfli ::: **/*.png This saves about 14 KB in total. | |||
2020-07-07 | iOS Export: add option to use storyboard for launch screen | Sergey Minakov | |
2020-07-03 | Merge pull request #40050 from naithar/feature/ios-gdnative-master-2 | Rémi Verschelde | |
[4.0] Add support of iOS's dynamic libraries to GDNative | |||
2020-07-02 | iOS Export: Updated Info.plist. Framework embedding. Fixes for search paths | Sergey Minakov | |
2020-06-29 | [macOS] Add support for the Apple Silicon (ARM64) build target. | bruvzg | |
2020-06-23 | Export: Fix iOS enabling push notifications capability | Sergey Minakov | |
2020-06-23 | Export: Remove system frameworks from xcode template | Sergey Minakov | |
2020-06-19 | Rename "Identifier" to "Bundle Identifier" in macOS/iOS export presets | Hugo 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. | |||
2020-05-12 | Add WebSocket debugger, use it for Javascript. | Fabio Alessandrelli | |
2020-05-10 | DisplayServerJavaScript implementation. | Fabio Alessandrelli | |