Age | Commit message (Collapse) | Author |
|
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
|
|
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!
|
|
|
|
|
|
|
|
|
|
org.godotengine.godot
|
|
|
|
FBOs so all 2D shader effects should now work in every single Android device.
|
|
|
|
|
|
================================
-resolved many graphical glitches with multiple lights in GLES2 render
-fixes and WIP apk expansion
-joystick support for Android by Ariel
|
|
-Built-in version of the library for Windows, Android and iOS (other OSs use system one)
-Small fixes all around
|
|
|
|
-fixed TouchScreenButton with stretch2d
-fixed(?) OSX crash on startup (test!!)
-compilation fixes on windows
-CollisionPolygon editor works again
-find buttons en find dialog
-TileMap editor cleanup (removed "error", made nicer)
-viewport flicker fixed
-make .scn default extension for saving scenes
-export the rest of the network classes to gdscript
|
|
|