Age | Commit message (Collapse) | Author |
|
On mobile platforms virtual keyboards take up significant amount of
screen space and UI containing a text box may need to be adjusted
after the keyboard appears to keep the text box visible to user. This
commit adds a way to obtain virtual keyabord height so that controls
are aware of how much they need to move.
|
|
|
|
|
|
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
|
|
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
|
|
|
|
|
|
Conflicts:
modules/gdscript/gd_tokenizer.cpp
scene/resources/shader_graph.h
|
|
|
|
|
|
-=-=-=-
-Fixed NavMesh API
-New NavMesh demo
-Support for animated Particles2D
-Fixes for native video playback on iOS
|
|
-fix some menus
-fixed bug in out transition curves
-detect and remove file:/// in collada
-remove multiscript for now
-remove dependencies on mouse in OS, moved to Input
-avoid fscache from screwing up (fix might make it slower, but it works)
-funcref was missing, it's there now
|
|
|