Age | Commit message (Collapse) | Author | |
---|---|---|---|
2015-10-17 | Merge pull request #2203 from volzhs/fix_android_payments | Juan Linietsky | |
Fix android payments | |||
2015-10-17 | Merge pull request #2479 from firefly2442/cppcheck-unusedvars | Juan Linietsky | |
ran cppcheck, found unused variables | |||
2015-10-17 | Merge pull request #2474 from masoudbh3/android-armeabi-v7a | Juan Linietsky | |
Fix android build script | |||
2015-10-13 | Merge branch 'master' of https://github.com/okamstudio/godot | Juan Linietsky | |
Conflicts: platform/windows/detect.py | |||
2015-10-02 | Add support for Opus audio format | George Marques | |
2015-09-26 | Fixed theora playback. Removed theoraplayer. | Juan Linietsky | |
Still need to get proper audio output latency in some platforms. | |||
2015-09-24 | Merge branch 'master' of https://github.com/okamstudio/godot | Juan Linietsky | |
2015-09-24 | Added ability to set custom mouse cursors. Not hardware accelerated yet. | Juan Linietsky | |
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 | |||
2015-09-16 | ran cppcheck, found unused variables | firefly2442 | |
2015-09-16 | android remove "gen" folder from git. | masoud bh | |
2015-09-16 | Fix android build script | masoud bh | |
some fixes for android build script. remove armv6,x86 options and add "android_arch" option for select compiler architecture (armv7,armv6,x86)(default armv7). add architecture suffix for output files and you can compile for several architecture simultaneously. example: libgodot.android.opt.debug.armv7.so libgodot.android.opt.debug.armv7.neon.so libgodot.android.opt.debug.armv6.so libgodot.android.opt.debug.x86.so now we can enable/disable neon on armv7 with "android_neon" option (default enable). add "NDK_TARGET_X86" option for select toolchain to use for the NDK x86 (default x86-4.8). change inputs model for "ndk_platform" option (default android-15). fix armv7 ccflags. with this patch, must put libgodot_android.so file in specific architecture folder: armv7 (default): <android-java>/libs/armeabi-v7a/ armv6: <android-java>/libs/armeabi/ x86: <android-java>/libs/x86/ | |||
2015-09-03 | merged some stuff for okam | Juan Linietsky | |
2015-08-08 | Merge pull request #2302 from antonyjones67/AndroidTemplateCompileWindows | Juan Linietsky | |
Fixes compile bug for Android template on Windows. | |||
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 | |||
2015-07-24 | Fixes compile bug for Android template on Windows. | PeaceSells | |
2015-07-01 | Merge branch 'master' of https://github.com/okamstudio/godot into ↵ | volzhs | |
fix_android_payments | |||
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. | |||
2015-06-29 | fix crash by payments when run on android 5.1.1 device. | volzhs | |
(http://stackoverflow.com/questions/24480069/google-in-app-billing-illegalargumentexception-service-intent-must-be-explicit) | |||
2015-05-31 | Additional Fix for Multi-touch release problem | Kyle Luce | |
- Was duplicating the functionality of event.getActionIndex() but was missing the bitmask. - Switched back to getActionIndex() but kept the corrected getPointerId() from change #1980 https://github.com/okamstudio/godot/pull/1908 | |||
2015-05-26 | ability to run 2D physics in a thread | Juan Linietsky | |
also, 2D physics is now thread safe too. see physics_2d/thread_model | |||
2015-05-18 | fix a crash situation when starting a thread and other small fixes | Juan Linietsky | |
2015-05-15 | fix multitouch release problem | vipsbpig | |
2015-05-03 | fixed broken comment block | Simon Wenner | |
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 | |
2015-04-28 | fixes in handling of DirAccess for resource path on Android, fixes #1447 | 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 | |||
2015-04-18 | -fix local and global usage for DirAccess, fixes #791 | Juan Linietsky | |
please test anyway.. | |||
2015-04-18 | Updated copyright year in all headers | Juan Linietsky | |
2015-04-17 | -Added android immersive mode, fixes #303 | Juan Linietsky | |
2015-04-04 | Fixes the accelerometer | Martho42 | |
Resolves the issue of the accelerometer behaving differently across devices with landscape as default and devices with portrait as default. | |||
2015-04-02 | Beta1 Attempt #1 | Juan Linietsky | |
-=-==-=-=-=-=-=- -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 | |||
2015-03-31 | Option in Android export to use 32 bits buffer. | Juan Linietsky | |
2015-03-31 | read depth fixes | Juan Linietsky | |
2015-03-31 | fixes for light2d in androids that do not support | Juan Linietsky | |
read depth | |||
2015-03-25 | fixes to shader to get most new demos working on mobile | reduz | |
2015-03-23 | oops, fucntion was there twice | Juan Linietsky | |
2015-03-23 | small android fix | Juan Linietsky | |
2015-03-23 | android fixes, please test | Juan Linietsky | |
(can' t build android atm) | |||
2015-03-21 | New option to show/hide hidden files | rollenrolm | |
2015-03-03 | Merge branch 'master' of https://github.com/okamstudio/godot | Juan Linietsky | |
Conflicts: modules/gdscript/gd_tokenizer.cpp scene/resources/shader_graph.h | |||
2015-03-03 | merges from okam repo | Juan Linietsky | |
2015-03-02 | support for 2D shadow casters | Juan Linietsky | |
Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader. | |||
2015-01-13 | Merge branch 'master' of https://github.com/okamstudio/godot | Juan Linietsky | |
2015-01-13 | fixes | Juan Linietsky | |
2015-01-10 | 2D Rewrite Step [1] | Juan Linietsky | |
-=-=-=-=-=-=-=-=-=- -Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future). -Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order) -Removed OpenGL ES 1.x support. Good riddance! | |||
2015-01-02 | -accelerometer precission changed to "GAME" (#1015) | Juan Linietsky | |