Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-10-05 | Uninitialized local and domain finalize fixes | Ignacio Etcheverry | |
- Make sure to run the GC before and after finalizing the scripts domain. | |||
2017-10-05 | Add C# script to csproj when attaching it to an object | Ignacio Etcheverry | |
2017-10-05 | Add alternative search locations for msbuild | Ignacio Etcheverry | |
2017-10-03 | Added mono module | Ignacio Etcheverry | |
2017-10-02 | Merge pull request #11658 from BastiaanOlij/mobile_vr | Andreas Haas | |
Reintroduce generic mobile vr interface | |||
2017-10-02 | Merge pull request #11659 from AndreaCatania/prephysics | Andreas Haas | |
Renamed fixed_process to physics_process | |||
2017-10-02 | Merge pull request #11724 from marcelofg55/visualscript_crashfix | Poommetee Ketson | |
VisualScript crashfix when returns are too few | |||
2017-10-02 | [GDnative] Add active_library_path to init options struct | Emmanuel Leblond | |
2017-10-02 | [GDnative] Add binding to GDNativeLibrary::get_active_library_path | Emmanuel Leblond | |
2017-10-01 | Merge pull request #11719 from toger5/svg_color_convert_alpha | Gilles Roudiere | |
keep alpha when converting svg colors fixes #11289 | |||
2017-10-01 | Replace a OPCODE_BREAK with break in opcode 31 | Hein-Pieter van Braam | |
This was a mistake made in 520d84e. There are no more other looping structures left in this function. | |||
2017-09-30 | Renamed fixed_process to physics_process | AndreaCatania | |
2017-09-30 | VisualScript crashfix when returns are too few | Marcelo Fernandez | |
2017-09-30 | keep alpha when converting svg colors fixes #11289 | toger5 | |
2017-09-29 | Properly allow completion on variable initializer arguments, closes #9359 | Juan Linietsky | |
2017-09-28 | reintroduce generic mobile vr interface | BastiaanOlij | |
2017-09-27 | Merge pull request #11617 from groud/fix_bad_display | Rémi Verschelde | |
Fixes bad display | |||
2017-09-27 | Fixed wrong break statement in GDFunction::call | Scayze | |
2017-09-27 | Remove unecessary anchors&margins set causing bad display (sons of containers) | Gilles Roudiere | |
2017-09-26 | Merge pull request #11424 from groud/control_node_presets | Rémi Verschelde | |
Implements set_margins_preset(...) | |||
2017-09-25 | Merge pull request #11518 from hpvb/gdscript-direct-dispatch | Rémi Verschelde | |
Some more GDScript performance optimizations | |||
2017-09-25 | Merge pull request #11567 from QuLogic/scons-var-types | Rémi Verschelde | |
Add types to scons command-line options | |||
2017-09-25 | Merge pull request #11580 from endragor/ios-export | Rémi Verschelde | |
Enhance iOS export | |||
2017-09-25 | Fixed constness of variant functions, as well as visual script sequence ↵ | Juan Linietsky | |
ports. Closes #11258 | |||
2017-09-25 | Use BoolVariable in platform-specific options. | Elliott Sales de Andrade | |
2017-09-25 | Use BoolVariable for module options. | Elliott Sales de Andrade | |
2017-09-25 | Use BoolVariable for third-party options. | Elliott Sales de Andrade | |
2017-09-25 | Use BoolVariable in target/component/advanced options. | Elliott Sales de Andrade | |
2017-09-26 | Enhance iOS export | Ruslan 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. | |||
2017-09-25 | Remove several checks on DEBUG_RELEASE | Hein-Pieter van Braam | |
These errors shouldn't be possible on a tested game. Remove the checks on release. Shaves about 10% off of tight loops. | |||
2017-09-25 | Use computed goto to dispatch next opcode | Hein-Pieter van Braam | |
On compulers that define __GNUC__ use computed goto to directly dispatch the next instruction rather than going through another switch statement. This saves a jump and some comparisons. In tight loops this is is roughly 10% faster than the switch() method. | |||
2017-09-24 | Add support for OpenSSL 1.1.0. | Elliott Sales de Andrade | |
This release hides many struct members which provides easier forward compatibility but is a break from previous releases. A few small macros provide compatibility between both 1.1.0 and 1.0.x. Fixes #8624. | |||
2017-09-23 | Rename get_position => get_playback_position and seek_pos => seek on audio ↵ | Marcelo Fernandez | |
classes | |||
2017-09-22 | Remove set_area_as_parent_rect and replace it by ↵ | Gilles Roudiere | |
set_anchors_and_margins_preset(PRESET_WIDE) | |||
2017-09-22 | Merge pull request #11461 from hpvb/add-likely-macros | Rémi Verschelde | |
Implement Linux-style likely()/unlikely() macros | |||
2017-09-21 | Fixed a bunch of typos, including an error code. | Ross Hadden | |
2017-09-21 | Implement Linux-style likely()/unlikely() macros | Hein-Pieter van Braam | |
This implement branch prediction macros likely() and unlikely() like in Linux. When using these macros please ensure that when you use them the condition in the branch really is very, very likely or unlikely. Think 90+% of the time. Primarily useful for error checking. (And I implement these macros for all our error checking macros now) See this article for more information: https://kernelnewbies.org/FAQ/LikelyUnlikely There are more places where these macros may make sense in renderer and physics engine. Placing them will come in another commit down the line. | |||
2017-09-20 | Rename pos to position in user facing methods and variables | letheed | |
Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is. | |||
2017-09-20 | Do not compile Recast for Android | Ruslan Mustakov | |
At least this makes Godot compile for Android until there is a better solution. | |||
2017-09-19 | Merge pull request #11256 from djrm/pr_visual_improvements | Rémi Verschelde | |
Visual improvements and new look for VS | |||
2017-09-19 | Allow booleanization of all types | Hein-Pieter van Braam | |
We now allow booleanization of all types. This means that empty versions of all types now evaluate to false. So a Vector2(0,0), Dictionary(), etc. This allows you to write GDScript like: if not Dictionary(): print("Empty dict") Booleanization can now also no longer fail. There is no more valid flag, this changes Variant and GDNative API. | |||
2017-09-19 | Merge pull request #11402 from hpvb/remove-gdscript-checks-on-release | Rémi Verschelde | |
Various GDScript performance tweaks | |||
2017-09-19 | Merge pull request #11386 from kosz78/fix-msvc-compile-errors | Rémi Verschelde | |
Fix MSVC compilation errors | |||
2017-09-19 | Change structure order for godot nim compatibility | Konstantin Zaitsev | |
2017-09-19 | Fix MSVC compilation errors | Konstantin Zaitsev | |
2017-09-19 | Remove more GDScript runtime checks on release | Hein-Pieter van Braam | |
As a preparation for other performance enhancements to GDScript:call() start by removing more of the GDScript runtime checks on release. This code has been tested with 2d/platformer, 3d/platformer, 3d/materials_test, and goltorus. No regressions were found. | |||
2017-09-17 | Move Variant::evaluate() switch to computed goto | Hein-Pieter van Braam | |
In an effort to make GDScript a little faster replace the double switch() with a computed goto on compilers that set __GNUC__. For compilers that don't support computed goto it will fall back to regular switch/case statements. In addition disable using boolean values in a mathematical context. Now boolean values can only be compared with other booleans. Booleans will also no longer be coerced to integers. This PR replaces #11308 and fixes #11291 | |||
2017-09-17 | Merge pull request #11296 from touilleMan/gdnative-api-struct | Thomas Herzog | |
[GDnative] pass api as struct of function pointers to loaded gdnative modules | |||
2017-09-17 | [GDnative] Use X macro to define godot_gdnative_api_struct and it instantiation | Emmanuel Leblond | |
2017-09-17 | [GDnative] create godot_gdnative_api_struct and pass it to ↵ | Emmanuel Leblond | |
godot_gdnative_init_options |