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path: root/modules/gdnative/gdnative.cpp
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2017-11-21Proper GDNative export on AndroidRuslan Mustakov
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).
2017-11-20[GDNative] removed static linking fieldsKarroffel
2017-11-20[GDNative] loading error and version error procsKarroffel
2017-11-14Merge pull request #12586 from karroffel/gdnative-gdnlibrary-changesThomas Herzog
[GDNative] use feature tags, added load once option
2017-11-10[GDNative] better API struct versioningKarroffel
2017-11-03[GDNative] removed anchorsKarroffel
2017-11-03[GDNative] use feature tags, added load once optionKarroffel
2017-10-14[GDNative] removed native_raw_callKarroffel
2017-10-03[GDnative] replace gdnative_api_struct.h by a json-based autogenerated systemEmmanuel Leblond
2017-10-02[GDnative] Add active_library_path to init options structEmmanuel Leblond
2017-10-02[GDnative] Add binding to GDNativeLibrary::get_active_library_pathEmmanuel Leblond
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.
2017-09-19Fix MSVC compilation errorsKonstantin Zaitsev
2017-09-17[GDnative] Use X macro to define godot_gdnative_api_struct and it instantiationEmmanuel Leblond
2017-09-17[GDnative] create godot_gdnative_api_struct and pass it to ↵Emmanuel Leblond
godot_gdnative_init_options
2017-09-03[GDNative] added singleton GDNativeLibrariesKarroffel
A GDNativeLibrary now has a field "gdnative_singleton" which can be used to let the `godot_gdnative_singleton` procedure be executed on Godot's startup. In future this can be used to register new scripting languages or resource importer types.
2017-08-30Make GDNative work on AndroidRuslan Mustakov
The changes include work done to ensure that GDNative apps and Nim integration specifically can run on Android. The changes have been tested on our WIP game, which uses godot-nim and depends on several third-party .so libs, and Platformer demo to ensure nothing got broken. - .so libraries are exported to lib/ folder in .apk, instead of assets/, because that's where Android expects them to be and it resolves the library name into "lib/<ABI>/<name>", where <ABI> is the ABI matching the current device. So we establish the convention that Android .so files in the project must be located in the folder corresponding to the ABI they were compiled for. - Godot callbacks (event handlers) are now called from the same thread from which Main::iteration is called. It is also what Godot now considers to be the main thread, because Main::setup is also called from there. This makes threading on Android more consistent with other platforms, making the code that depends on Thread::get_main_id more portable (GDNative has such code). - Sizes of GDNative API types have been fixed to work on 32-bit platforms.
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-21Removed unnecessary assignmentsWilson E. Alvarez
2017-08-19Removes editor_hint from SceneTreeIgnacio Etcheverry
2017-08-10Removes type information from method bindsIgnacio Etcheverry
2017-08-04Dont call nativescript callbacks if lib is not initializedRuslan Mustakov
2017-07-28Pass GDNativeLibrary pointer to library initRuslan Mustakov
2017-07-24[GDNative] basic OS detectionKarroffel
2017-07-24[GDNative] new GDNative APIKarroffel
This adds GDNative as a separate class type. It can be used to interface with native libraries by using "native calls", which can be registered by modules (and in future other GDNative libraries?). It also reworks the currently called "GDNativeScript" into a "NativeScript" that just makes use of the new GDNative instead of it being the component that implements that functionality.
2017-07-22gdnative bug fix in get (return null check)Ramesh Ravone
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-07-19Merge pull request #9699 from RameshRavone/masterThomas Herzog
[gdnative] `Object::_get` return type and dynamic property
2017-07-19[GDNative] dynamic propertiesRamesh Ravone
2017-07-19Add object type hint for docsPoommetee Ketson
2017-06-26-Fixed SCREEN_TEXTURE and other related 2D shader parameters.Juan Linietsky
-Fixded BackBuffercopy object
2017-06-16[GDNative] corrected typo for Mac library ext.Karroffel
Seems like the extension is .dylib and not .dynlib. This should make it easier to select files from the editor.
2017-05-13[GDNative] fixed a reload bugKarroffel
When there was no terminate function defined in the library the exported variables would not update. This fixes that.
2017-05-08Put brave old bb10 platform to a well-deserved restRémi Verschelde
Add some 🔥 to appease @reduz. Fixes #8692.
2017-04-19[GDNative] explicit calling conventionKarroffel
2017-04-17[GDNative] added "new" method and fixed headersKarroffel
2017-04-11[GDNative] re-enabled some init optionsKarroffel
2017-04-10[GDNative] Didn't iterate over all scriptsKarroffel
2017-04-09renamed dlscript module to gdnativeKarroffel