Age | Commit message (Collapse) | Author |
|
|
|
applicationDidFinishLaunching: for iOS
|
|
|
|
RotatedFileLogger needs data_dir on iOS to be initialized, so setting
data_dir has been moved to initialize_core.
|
|
|
|
|
|
|
|
-Added system for feature overrides, it's pretty cool :)
|
|
(Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
|
|
Make OS.get_locale() returns same value
|
|
|
|
|
|
- nicely exit if initialisation fails
- fix a few issues around new event handling
- use 16bit single channel framebuffer as 32bit is not supported on iOS
|
|
|
|
|
|
|
|
|
|
(cherry picked from commit 4b7d1d8c15747a552b7dff52b0eeda4d3e7cec4e)
|
|
|
|
modified files)
-.pck and .zip exporting redone, seems to be working..
|
|
|
|
|
|
|
|
|
|
|
|
|
|
categories.
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
|
|
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!
|
|
|
|
|
|
|
|
|
|
|
|
to change it
|
|
|
|
|
|
|
|
|
|
|
|
-Fixes to animationplayer
-fixes to collada importer
|
|
-fixes to DAE exporter
-ios fixes (video)
|
|
-=-=-=-=-=-=-=-=-=-=
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.
|
|
-=-=-=-=-=-=-=-=-=-=-=-=-=
-New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too.
-A lot of fixes to the 3D physics engine
-Added KinematicBody with demo
-Fixed the space query API for 2D (demo will come soon). 3D is WIP.
-Fixed long-standing bug with body_enter/body_exit for Area and Area2D
-Performance variables now includes physics (active bodies, collision pairs and islands)
-Ability to see what's inside of instanced scenes!
-Fixed Blend Shapes (no bs+skeleton yet)
-Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
|
|
================================
-resolved many graphical glitches with multiple lights in GLES2 render
-fixes and WIP apk expansion
-joystick support for Android by Ariel
|
|
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.
|
|
-Made a few demos using Viewport to show it's true power!
-Fixed some start-up error messages.
|
|
-Detect when free() might crash the project and throw error
-fixed 2D Bounce in physics (3d still broken)
-renamed “on_top” property to “behind_parent”, which makes more sense, old on_top remains there for compatibility but is invisible.
-large amount of fixes
|
|
|
|
-html5 exporter works again
-disable repeat on image loader by default
-can change shape offset en tileset, texture offset was broken
|
|
-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
|