Age | Commit message (Collapse) | Author |
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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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Fixes compile bug for Android template on Windows.
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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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- 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
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also, 2D physics is now thread safe too.
see physics_2d/thread_model
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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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please test anyway..
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Resolves the issue of the accelerometer behaving differently across devices with landscape as default and devices with portrait as default.
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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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read depth
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(can' t build android atm)
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Conflicts:
modules/gdscript/gd_tokenizer.cpp
scene/resources/shader_graph.h
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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.
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-=-=-=-=-=-=-=-=-=-
-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!
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Fix gridmap link error when disable_3d=Yes
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-=-=-=-=-=-=-=-=-=-=
-Fixed looping error in AudioStreamResampled
-winrt port progress
-fixes in material in ambient light
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-=-=-=-=-=
-Bug in saving multinline text in xml fixed. #925
-typo in android export fixed. #930
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-Fixes to animationplayer
-fixes to collada importer
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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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Fix android build on windows
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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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-=-=-=-=-=-=-=-=-=-=
Build System:
-Big clean up of SCons, changed how builds are done to a much cleaner method (check the Github Wiki for instructions).
-Deactivated BlackBerry10 (sorry), if no mantainer found (or BlackBerry does not send us a Passort ;), platform will be removed as we have no longer devices to test.
Engine:
-Removed deprecated object and scene format (was in there just for compatibility, not in use since a long time).
-Added ability to open scenes even if a node type was removed (will try to guess the closest type).
-Removed deprecated node types.
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