Age | Commit message (Collapse) | Author | |
---|---|---|---|
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 | |
2020-05-06 | Request the dedicated GPU when starting Godot from the `.desktop` file | Hugo 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. | |||
2020-04-22 | Set the `title` tag in the HTML5 export immediately | Hugo Locurcio | |
This makes the project title display without having to wait for the project to finish loading. | |||
2020-03-31 | Fix exporting corrupted Xcode pbxproj if project name has spaces | Ignacio Etcheverry | |
2020-03-21 | Make file formatting comply with POSIX and Unix standards | Aaron Franke | |
UTF-8, LF, no BOM, and newlines at the end of files | |||
2020-02-22 | SCons: Bump required C++ standard to C++17 | Rémi 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. | |||
2020-02-16 | Add a fish shell completion file for the Godot editor | Hugo Locurcio | |
2020-02-13 | Remove obsolete GLES3 backend | Rémi 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! | |||
2020-02-11 | Add static Vulkan loader. | bruvzg | |
Initial Vulkan support for Windows. Initial Vulkan support for macOS. | |||
2020-02-08 | Merge pull request #35381 from Calinou/html5-export-favicon | Fabio Alessandrelli | |
Export and reference the icon as favicon when exporting to HTML5 | |||
2020-02-05 | Drop obsolete Dockerfile, we now have official build containers | Rémi Verschelde | |
Cf. https://github.com/godotengine/build-containers A user-friendly tool using those containers will soon be released and documented. | |||
2020-02-01 | Export and reference the icon as favicon when exporting to HTML5 | Hugo 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. | |||
2020-01-29 | Bump version to 4.0-dev | Rémi Verschelde | |
No peace for the weary. :) | |||
2020-01-27 | Add a Bash completion script for the Godot editor | Hugo Locurcio | |
2020-01-26 | Linux: Sync man page with current --help output | Rémi Verschelde | |
2020-01-10 | Add a zsh completion file for the Godot editor | Hugo Locurcio | |
This provides rich autocompletion when using Godot's command line interface. | |||
2020-01-01 | Update copyright statements to 2020 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it. | |||
2019-12-13 | Added microphone and camera usage descriptions to macOS builds. | Catchawink | |
2019-12-03 | [iOS] Add export options to control external access to user data. | bruvzg | |
2019-12-01 | iOS modular build and export implementation. | bruvzg | |
2019-10-12 | Optimize images losslessly using `oxipng -o6 --strip all --zopfli` | Hugo Locurcio | |
2019-10-01 | Fixed running the export templates with newer emscripten versions. | Relintai | |
2019-09-14 | Fix HTML5 export after #30864 | Fabio Alessandrelli | |
2019-09-03 | Fixed javascript code to remove animateStatusIndeterminate callback when the ↵ | Enzo Ferrari | |
game is loaded. (cherry picked from commit a5a413c7e971808576bbcf369e91208b51d0d819) | |||
2019-07-06 | Add microphone privilege settings support back into export and add privilege ↵ | Bastiaan Olij | |
exist check to camera server for iOS | |||
2019-06-14 | Fix pointer position in hidpi-corrected resolutions on web | Leonardo Giovanni Scur | |
2019-05-14 | Make Xcode recursive search frameworks in project dir | Vasiliy Makarov | |
2019-04-03 | dist: Rename Linux mime type to follow system convention | Rémi 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. | |||
2019-03-20 | Enable Mojave "dark mode" on the editor title bar | Allan Davis | |
Enables "dark mode" in the editor and project selector title bars in macOS Mojave when selected in macOS System Preferences |