Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-01-14 | Fix Actions mapped to triggers not using the full range | Marcel Admiraal | |
2022-01-12 | Merge pull request #56673 from winterpixelgames/bugfix-android-keystore-paths | Rémi Verschelde | |
2022-01-12 | Merge pull request #56492 from akien-mga/remove-author-docstrings | Rémi Verschelde | |
2022-01-10 | Android export plugin passes absolute file paths to gradle for keystores. | Jason Knight | |
2022-01-05 | Fix decoding UTF-8 filenames on unzipping. | bruvzg | |
2022-01-04 | Style: Remove inconsistently used `@author` docstrings | Rémi Verschelde | |
Each file in Godot has had multiple contributors who co-authored it over the years, and the information of who was the original person to create that file is not very relevant, especially when used so inconsistently. `git blame` is a much better way to know who initially authored or later modified a given chunk of code, and most IDEs now have good integration to show this information. | |||
2022-01-03 | Update copyright statements to 2022 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2021-12-21 | Fix Android Studio builds. | ne0fhyk | |
2021-12-18 | Fix initialising of gl_manager and checking gl_manager and context_vulkan ↵ | Bastiaan Olij | |
preventing crash issues. | |||
2021-12-15 | Only rotate Android sensor values for sensors that need them rotated | Marcel Admiraal | |
2021-12-10 | Misc build system fixes | Aaron Franke | |
2021-12-10 | Merge pull request #43181 from nathanfranke/string-empty | Rémi Verschelde | |
Replace String comparisons with "", String() to is_empty() | |||
2021-12-09 | Merge pull request #55767 from m4gr3d/config_hand_tracking_frequency_master | Rémi Verschelde | |
2021-12-09 | Merge pull request #55759 from m4gr3d/enable_exclude_from_recents_master | Rémi Verschelde | |
2021-12-09 | Add support for configuring the xr hand tracking frequency mode | ne0fhyk | |
2021-12-09 | Enable configuration of the `android:excludeFromRecents` activity attribute. | Fredia Huya-Kouadio | |
2021-12-09 | Replace String comparisons with "", String() to is_empty() | Nathan Franke | |
Also: - Adds two stress tests to test_string.h - Changes to .empty() on std::strings | |||
2021-12-08 | Add configs to specify the min and target sdk versions. | Fredia Huya-Kouadio | |
2021-11-23 | Rename `remove()` to `remove_at()` when removing by index | Lightning_A | |
2021-11-22 | Merge pull request #55159 from m4gr3d/add_oculus_openxr_config_master | Rémi Verschelde | |
2021-11-21 | Fix Android `get_screen_orientation()` not returning valid values | Marcel Admiraal | |
2021-11-20 | Add support for OpenXR export configurations. | Fredia Huya-Kouadio | |
2021-11-15 | Merge pull request #54992 from RandomShaper/drop_android_db_setting | Rémi Verschelde | |
2021-11-15 | Drop pointless Android depth buffer setting | Pedro J. Estébanez | |
2021-11-12 | Use "enum class" for input enums | Aaron Franke | |
2021-11-09 | Merge pull request #54463 from RandomShaper/fix_gl3_32bits | Rémi Verschelde | |
2021-11-03 | Add default `minSdkVersion` and `targetSdkVersion` in the ↵ | Fredia Huya-Kouadio | |
AndroidManifest.xml file | |||
2021-11-01 | Fix new projects always being created with OpenGL | Hugo Locurcio | |
Only Vulkan is fully implemented for now, so OpenGL isn't available in the project manager yet. This also makes the rendering driver checks use lowercase names everywhere for consistency. | |||
2021-11-01 | Drop broken Android 32-bit framebuffer setting for a reliable one for depth ↵ | Pedro J. Estébanez | |
buffer | |||
2021-10-31 | Use OpenGL 3.3 core profile instead of compatibility profile | Clay John | |
- Rename OpenGL to GLES3 in the source code per community feedback. - The renderer is still exposed as "OpenGL 3" to the user. - Hide renderer selection dropdown until OpenGL support is more mature. - The renderer can still be changed in the Project Settings or using the `--rendering-driver opengl` command line argument. - Remove commented out exporter code. - Remove some OpenGL/DisplayServer-related debugging prints. | |||
2021-10-30 | Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3 | Hugo Locurcio | |
- Use lowercase driver names for the `--rendering-driver` command line argument. | |||
2021-10-30 | Add GLES2 2D renderer + Linux display manager | lawnjelly | |
First implementation with Linux display manager. - Add single-threaded mode for EditorResourcePreview (needed for OpenGL). Co-authored-by: clayjohn <claynjohn@gmail.com> Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | |||
2021-10-28 | clang-format: Enable `BreakBeforeTernaryOperators` | Rémi Verschelde | |
clang-format keeps breaking the way it handles break *after* ternary operators, so I give up and go with the only style they seem to actually test. | |||
2021-10-28 | clang-format: Various fixes to comments alignment from `clang-format` 13 | Rémi Verschelde | |
All reviewed manually and occasionally rewritten to avoid bad auto formatting. | |||
2021-10-28 | clang-format: Disable alignment of operands, too unreliable | Rémi Verschelde | |
Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`. | |||
2021-10-26 | Android: Properly validate `godot_project_name_string` for Android special chars | Rémi Verschelde | |
Fixes #52659. | |||
2021-10-23 | Fix Gradle builds not excluding excluded tasks | Marcel Admiraal | |
2021-10-21 | Remove unimplemented methods | Marcel Admiraal | |
2021-10-15 | SCons: Set `DEBUG_ENABLED` and `DEV_ENABLED` in SConstruct | Rémi Verschelde | |
They're the same for all platforms so they don't need to be repeated in all platform definitions. | |||
2021-10-14 | Upgrade Android Gradle to version 7.2 | Marcel Admiraal | |
2021-10-14 | SCons: Add `DEV_ENABLED` defines for `target=debug` builds | Rémi Verschelde | |
This will allow adding developer checks which will be fully compiled out in user builds, unlike `DEBUG_ENABLED` which is included in debug tempates and the editor builds. This define is not used yet, but we'll soon add code that uses it, and change some existing `DEBUG_ENABLED` checks to be performed only in dev builds. Related to godotengine/godot-proposals#3371. | |||
2021-10-12 | Build for 64-bit ARM by default when compiling or exporting for Android | Hugo Locurcio | |
All Android devices that support Vulkan support 64-bit ARM. This also removes NEON opt-out code for ARMv7 as pretty much all ARMv7 devices also support NEON. | |||
2021-10-11 | Pass the correct `export_format` argument to locate the assets directory ↵ | ne0fhyk | |
when exporting. | |||
2021-10-09 | Implement get_cache_path() for iOS, and improve it for Android and Windows | Pedro J. Estébanez | |
2021-09-15 | Add support for Play Asset Delivery. | ne0fhyk | |
This only adds support for a subset of Play Asset Delivery: this causes a single install-time asset pack to always be present, but doesn't add support for dynamically downloaded asset packs. | |||
2021-09-11 | Add logo attribution for Android, HTML5 and Linux platform icons | Hugo Locurcio | |
- Tweak the Android platform logo to remove the Android wordmark, as it can't be used without explicit permission. | |||
2021-09-08 | Use current androidx Fragment library instead of legacy libraries | Marcel Admiraal | |
2021-09-07 | Merge pull request #47391 from Calinou/platform-feature-tags-lowercase | Juan Linietsky | |
Make platform feature tag names lowercase | |||
2021-09-01 | Merge pull request #52159 from m4gr3d/addoculus_openxr_ | Fredia Huya-Kouadio | |
Update the AndroidManifest to enable access to Oculus OpenXR runtime | |||
2021-09-01 | Add support for adding plugin views behind the main view on Android | PouleyKetchoupp | |
Doesn't change the default behavior, but allows plugins to add their view behind the main view, which gives more control over what happens with inputs and can be useful along with transparent rendering. |