Age | Commit message (Collapse) | Author | |
---|---|---|---|
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 | |||
2019-03-13 | Bump version to 3.2-dev | Rémi Verschelde | |
No rest for the wicked. | |||
2019-03-04 | Remove microphone from export options and distribution plist | Sam Green | |
2019-02-16 | New export options iOS | Bastiaan Olij | |
2019-02-10 | Fix version in osx_tools.app | Rémi Verschelde | |
2019-02-10 | Be explicit about usage of GDScript tests | Rémi Verschelde | |
Also drop empty "image" test, and print proper error when passing wrong test name. Fixes #25638. | |||
2019-01-02 | escaped '&' in macos osx_tools.app Info.plist | PrestonKnopp | |
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2019-01-01 | Fix missing/malformed license headers | Rémi Verschelde | |
2018-12-06 | File icons: separate icons for gdscript, resource, scene and projects. | bruvzg | |
2018-12-05 | Tests: Drop old test_io referencing data which isn't included | Rémi 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. | |||
2018-11-27 | Change old Godot logo/splash screen in UWP assets | qarmin | |
2018-11-10 | [macOS] Fix file associations (for *.scn, *.tscn and project.godot). | bruvzg | |
2018-11-05 | doc: Use HTTPS for docs.godotengine.org and point to latest branch | Rémi Verschelde | |
Fixes #23509. | |||
2018-08-24 | Merge pull request #21336 from eska014/html5-new-presentation | Rémi Verschelde | |
Add responsive HTML5 export page with full-size canvas as new default | |||
2018-08-23 | Add responsive HTML5 export page with full-size canvas as new default | Leon Krause | |
2018-07-28 | Tweak AppStream metadata and add MIME type integration | Hugo Locurcio | |
This allows Godot to be registered as an application to open Godot project files. | |||
2018-07-27 | Main: Fix --check-only option implemented as paired | Rémi Verschelde | |
Fixes #20503. Also added the option to the Linux manpage. | |||
2018-07-24 | Rename AppStream metadata and desktop files to follow the specification | Hugo Locurcio | |
This also adds a few more fields to the AppStream file to improve desktop integration. | |||
2018-07-01 | Respect window/handheld/orientation setting in iOS | Yasha Borevich | |
2018-06-28 | Optimize images losslessly using `oxipng -o6 --strip all --zopfli` | Hugo Locurcio | |