Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-04-10 | Fix crash on exit. | Andreas Haas | |
First it crashed in the thread that checks for android devices, then in the audio driver. | |||
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
2017-03-24 | Fix wrong name for Android export | volzhs | |
2017-03-23 | Several fixes to Android exporter and port. | Juan Linietsky | |
Android seems to be working again! | |||
2017-03-05 | A Whole New World (clang-format edition) | Rémi Verschelde | |
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code | |||
2017-03-05 | Refactoring: rename tools/editor/ to editor/ | Rémi Verschelde | |
The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful. | |||
2017-02-21 | -renamed globals.h to global_config.cpp (this seems to have caused a few ↵ | Juan Linietsky | |
modified files) -.pck and .zip exporting redone, seems to be working.. | |||
2017-02-19 | Editor Export Settings Dialog is completed!! Now on to make some exporters.. | Juan Linietsky | |
2017-01-25 | Removed import/export system, will start new one from scratch. | Juan Linietsky | |
2017-01-16 | #7215 try to fix adb bad targeting user on device | Jerome67000 | |
2017-01-14 | Style: Fix whole-line commented code | Rémi Verschelde | |
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code. | |||
2017-01-05 | Editor settings categories are now tidy and beautiful! | Juan Linietsky | |
2017-01-05 | -Changed most project settings in the engine, so they have major and minor ↵ | Juan Linietsky | |
categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available | |||
2017-01-02 | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵ | Juan Linietsky | |
Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS() | |||
2017-01-01 | Welcome in 2017, dear changelog reader! | Rémi Verschelde | |
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games! | |||
2016-11-08 | Make Android export quicker (especially on Windows) | Pedro J. Estébanez | |
2016-09-21 | Fix manifest generation bug in Android export | Pedro J. Estébanez | |
2016-08-13 | Fix some comparisons between signed and unsigned integers | Johan Manuel | |
2016-08-13 | Remove some unused variables | Johan Manuel | |
2016-07-21 | Minor code formatting in platform/android | Mario Schlack | |
2016-07-19 | Fixed properly not save signals that already exist in their base scenes, ↵ | Juan Linietsky | |
closes #5656 | |||
2016-06-27 | Make Android build smarter (SCons + Gradle) | Pedro J. Estébanez | |
Upgrade Gradle and Android plugin for Gradle Disable all signing and zip-aligning for the export templates Give correct names to generated APKs Put .so files built by SCons right where Gradle has to pick them according to arch & build type Downgrade NDK platform to 14 to match minSdkVersion | |||
2016-06-23 | Merge pull request #5235 from volzhs/fix-android-export | Rémi Verschelde | |
fix errors while exporting android | |||
2016-06-18 | Add missing license headers in our source files (#5255) | Rémi Verschelde | |
Also removes a couple wrong Godot headers from third-party source files. | |||
2016-06-16 | fix errors while exporting android | volzhs | |
2016-06-15 | Handle tmp files properly on Android export | Pedro J. Estébanez | |
2016-06-13 | Zip-align exported APK | Pedro J. Estébanez | |
2016-06-11 | Fix typo | Pedro J. Estébanez | |
2016-06-11 | Keep certain assets uncompressed on Android export | Pedro J. Estébanez | |
2016-06-07 | -Heavily improved editor startup and exit performance | Juan Linietsky | |
2016-04-28 | Move export GUI debug toggle to export settings window | eska | |
2016-03-20 | Merge pull request #4105 from akien-mga/pr-android-shutdown-adb | Rémi Verschelde | |
Expose android/shutdown_adb_on_exit parameter | |||
2016-03-20 | Expose android/shutdown_adb_on_exit parameter and default to true | Rémi Verschelde | |
It was added in 30d0ca9 for the Steam build but only enabled when parsing a ._sc_ file that would define it. It is now available for all users to toggle, in and outside of Steam. Fixes #4073. | |||
2016-03-18 | Add -r flag to adb install for keep app user data | sanikoyes | |
2016-03-09 | remove trailing whitespace | Hubert Jarosz | |
2016-02-27 | added [presets] to ._sc_ and "android/shutdown_adb_on_exit" to editor_settings | Ariel Manzur | |
2016-01-20 | fix export bug | Juan Linietsky | |
2016-01-20 | -Remote deploy now uses FS over USB on Android, super fast! | Juan Linietsky | |
2016-01-08 | Renamed godot domain from com.android.godot (which was incorrect) to ↵ | Juan Linietsky | |
org.godotengine.godot | |||
2015-11-30 | Add way to look for templates at system wide level too | est31 | |
Useful for everybody wanting to package godot. Fixes #1026. -> Retain the old behaviour: path in error msg only when exporting. -> User templates override system templates | |||
2015-11-14 | Skip META-INF from Android Template | masoud bh | |
2015-09-20 | Ability to visually debug geometry visually: | Juan Linietsky | |
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc. -Visible Navmesh and Navpoly -Visible collision contacts for 2D and 3D as a red point -Customizable colors in project settings | |||
2015-08-06 | -Merged the file server with the live editing and remote debug | Juan Linietsky | |
-It is now really easy to deploy an android build with debug, and debug it | |||
2015-06-29 | Several performance improvements, mainly in loading and instancing scenes ↵ | Juan Linietsky | |
and resources. A general speedup should be apparent, with even more peformance increase when compiling optimized. WARNING: Tested and it seems to work, but if something breaks, please report. | |||
2015-05-01 | -fixed godot icon for android | Juan Linietsky | |
-added a genname option to generate the name of android app | |||
2015-05-01 | -option to select arm and x86 architectures on android export (will not work ↵ | Juan Linietsky | |
with current templates, you have to make new and include both x86 and arm support) | |||
2015-05-01 | -Fixed android export options (screen sizes, orientation should work) | Juan Linietsky | |
-added functions to get mouse position in CanvasItem | |||
2015-05-01 | -Fixes from source code analyzizer, closes #1768 | Juan Linietsky | |
2015-04-20 | -Changed Godot exit to be clean. | Juan Linietsky | |
-Added more debug information on memory cleanliness on exit (if run with -v) -Fixed several memory leaks, fixes #1731, fixes #755 | |||
2015-04-17 | -Added android immersive mode, fixes #303 | Juan Linietsky | |