Age | Commit message (Collapse) | Author |
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org.godotengine.godot
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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
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-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
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-It is now really easy to deploy an android build with debug, and debug it
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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.
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-added a genname option to generate the name of android app
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with current templates, you have to make new and include both x86 and arm support)
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-added functions to get mouse position in CanvasItem
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-Added more debug information on memory cleanliness on exit (if run with -v)
-Fixed several memory leaks, fixes #1731, fixes #755
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-=-==-=-=-=-=-=-
-Small fixes in canvas item light shader
-Fixed compilation in server target
-Export for Android makes 32 bits display as default
-changed version to 1.1beta1
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-Bug in saving multinline text in xml fixed. #925
-typo in android export fixed. #930
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-Animation Import filter support
-Animation Clip import support
-Animation Optimizer Fixes, Improvements and Visibile Options
-Extremely Experimental UDP support.
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add timestamping authority server option for Android
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fixes for release apk export
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-Fixed many bugs in stretch mode
-Fixes to camera project and unproject as consequence of the above
-added setget to script (documented in script doc)
-more fixes to collada exporter for blender
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also allow custom templates to reside outside of res:// for all platforms
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-Begin work on Navigation Meshes (simple pathfinding for now, will improve soon)
-More doc on theme overriding
-Upgraded OpenSSL to version without bugs
-Misc bugfixes
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==========
-NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk)
-WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store
-Feaures in the new tutorials are all present in the sourcecode
-This (hopefully) should get rid of the animation list order getting corrupted
-Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing?
-In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource
-Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
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-Sprite3D and AnimatedSprite3D support.
-Opaque pre-pass works, is compatible with shadows
-Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc)
-Added option to use alpha discard in FixedMaterial
-Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale
-Ability for Background (image or cubemap) to send to glow buffer
-Dumb Deploy of clients now actually works in Android
-Many Many rendering fixes, 3D is much more usable now.
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-Built-in version of the library for Windows, Android and iOS (other OSs use system one)
-Small fixes all around
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-Added new screen resizing options, stretch_2d is removed, new much more flexible ones.
-Fixed bug in viewport (can create more instances in 3d-in-2d demo now)
-Can set android permissions and screen sizes manually in the export settings
-Changed export templates extension to .tpz (too many people unzipped the manually..)
-File dialog now ensures that the proper extension is used (will not allow to save without it)
-Fixed bug that made collision exceptions not work in 2D
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