Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-04-13 | [iOS] Fix for plugin modified time check | Sergey Minakov | |
2021-02-03 | [iOS] Additional 'linker_flags' plugin parameter | Sergey Minakov | |
2021-01-17 | [iOS] Added support for '.xcframework' in plugins | Sergey Minakov | |
2021-01-15 | [Plugins] Rename 'PluginConfig' struct to platform specific name | Sergey Minakov | |
2021-01-01 | Update copyright statements to 2021 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆 | |||
2020-12-28 | Rename empty() to is_empty() | Marcel Admiraal | |
2020-11-10 | iOS Export: support multi-target plugin | Sergey Minakov | |
Plugins can use 'binary_name.a' or 'binary_name.release.a' and 'binary_name.debug.a' for plugin library. | |||
2020-11-10 | iOS Export: export modification to support plugins | Sergey Minakov | |
Added plugin configuration. Export options now use plugins that could be enabled/disabled. Plugin changes are observed at runtime. |