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AgeCommit message (Collapse)Author
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().
2017-11-18Remove asm.js support from HTML5 platformLeon Krause
Since WebGL 2.0 is required, requiring WebAssembly support as well has little impact on compatibility.
2017-11-05Convert DOS line endings to Unix line endingsRémi Verschelde
Should fix issues some of us have with `misc/dist/uwp_template/AppxManifest.xml` always showing up as modified. Might cause issues on Windows due to the removal of BOMs or change of line endings in some of the Mono, UWP or gradlew.bat files, we will test and adapt if need be.
2017-10-16Sign iOS dylibs before packagingRuslan Mustakov
These changes allow to open the exported project in XCode and Run it immediately to begin debugging. Before these changes you'd have to sign GDNative libs and change Build Configuration manually.
2017-09-26Change OSX version from 2.2-dev to 3.0-devScott Beca
2017-09-26Enhance iOS exportRuslan Mustakov
- The export process now builds complete .ipa on macOS, instead of just creating XCode project. - The project includes Capabilities games usually require: Game Center, Push Notifications, In-App Purchase. - Icons and launch screens can be specified in export preset.
2017-09-24Dist: Fix typos in manpageRémi Verschelde
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2017-09-24Dist: Use HTTPS for screenshot link in AppData fileRémi Verschelde
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2017-09-24Dist: Add man page for Linux packagersRémi Verschelde
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2017-09-24Dist: Add desktop and AppStream files for Linux packagersRémi Verschelde
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2017-09-12Merge pull request #11154 from eska014/html5-startup-revampPoommetee Ketson
HTML5 start-up overhaul with download progress display
2017-09-11HTML5 start-up overhaulLeon Krause
- Implement promise-based JS interface for custom HTML page integration - Add download progress callback - Add progress bar and indeterminate spinner to default HTML page - Try downloading files multiple times when failing - Get rid of godotfs.js - Separate steps for engine initialization, game initialization and game start - Allow multiple games on one HTML page - Substitution placeholders only used in .html file - Placeholders renamed: $GODOT_BASE => $GODOT_BASENAME, $GODOT_TMEM -> $GODOT_TOTAL_MEMORY - Emscripten Module is now Engine.RuntimeEnvironment (no longer a global)
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-05-28Use new icons everywhereTimo Schwarzer
Closes #8879
2017-05-17Adapt tutorials (Godot Docs) icon to new designRémi Verschelde
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-29Merge pull request #8191 from eska014/webgl2-exportJuan Linietsky
WebGL 2 export per WebAssembly or asm.js
2017-03-29WebGL 2 export per WebAssembly or asm.jseska
2017-03-26Remove redundant subfolder in iOS templateRémi Verschelde
2017-03-04Added AppImage structureDaniel J. Ramirez
2017-02-09Reorder the folders in tools to prepare moving tools/editorRémi Verschelde
- `certs` and `editor_fonts` go to `thirdparty` - `dist` and `scripts` go to a new `misc` folder - `collada` and `doc` go to `tools/editor` The next step will be to rename `tools/editor` to `editor` directly, but this will be done at the right time to avoid breaking too many PRs.