Age | Commit message (Collapse) | Author |
|
add version_info and icon sections in "export to windows platform".
add version_info and icon to godot exe file (editor & template exe).
fix an problem in image class.
change all default icons to android export icon (a little more rounded).
create an python script for convert file to cpp byte array for use in
'splash.h'.
|
|
Fix android payments
|
|
ran cppcheck, found unused variables
|
|
Fix android build script
|
|
Conflicts:
platform/windows/detect.py
|
|
|
|
Still need to get proper audio output latency in some platforms.
|
|
|
|
|
|
-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
|
|
|
|
|
|
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/
|
|
|
|
Fixes compile bug for Android template on Windows.
|
|
-It is now really easy to deploy an android build with debug, and debug it
|
|
|
|
fix_android_payments
|
|
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.
|
|
(http://stackoverflow.com/questions/24480069/google-in-app-billing-illegalargumentexception-service-intent-must-be-explicit)
|
|
- 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
|
|
also, 2D physics is now thread safe too.
see physics_2d/thread_model
|
|
|
|
|
|
|
|
-added a genname option to generate the name of android app
|
|
with current templates, you have to make new and include both x86 and arm support)
|
|
-added functions to get mouse position in CanvasItem
|
|
|
|
|
|
-Added more debug information on memory cleanliness on exit (if run with -v)
-Fixed several memory leaks, fixes #1731, fixes #755
|
|
please test anyway..
|
|
|
|
|
|
Resolves the issue of the accelerometer behaving differently across devices with landscape as default and devices with portrait as default.
|
|
-=-==-=-=-=-=-=-
-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
|
|
|
|
|
|
read depth
|
|
|
|
|
|
|
|
(can' t build android atm)
|
|
|
|
Conflicts:
modules/gdscript/gd_tokenizer.cpp
scene/resources/shader_graph.h
|
|
|
|
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.
|
|
|
|
|
|
-=-=-=-=-=-=-=-=-=-
-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!
|