Age | Commit message (Collapse) | Author |
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Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
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Input: Remove usage of platform dependent event IDs.
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All the warnings are factored out of the platform-specific files and moved to
SConstruct. Will have to check that it does not introduce regressions on some
platforms/compilers.
(cherry picked from commit 31107daa1a41fe9ab3c7c1868479e78e16848333)
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The ID property for InputEvents is set by `SceneTree` when sending the event down the tree.
So there's no need for the platform specific code to set this value when it will later be overriden anyway...
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(cherry picked from commit 4b7d1d8c15747a552b7dff52b0eeda4d3e7cec4e)
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Input: Refactor JOY_* constants.
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From https://github.com/lucasdemarchi/codespell
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**Breaking change**
Removed the `JOY_SNES_*` and `JOY_SEGA_*` constants. Imho there's no reason for a modern game engine to provide button aliases for decades-old hardware.
Also renamed `JOY_ANALOG_{0,1}_{X,Y}` to `JOY_ANALOG_{L,R}{X,Y}` and removed `JOY_ANALOG_2_*`.
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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
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Done:
- X11, server (tested)
- Windows (developed, would be nice to retest)
- OSX (not tested)
Prepared (not developed):
- Android (code is here, but may not compile)
- iphone
- winrt
- bb10
- haiku
- javascript
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modified files)
-.pck and .zip exporting redone, seems to be working..
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This new name also makes its purpose a little clearer
This is a step towards fixing #56
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renamed to PoolVector
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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
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Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
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Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
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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!
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Also prefix all thirdparty-related toggles with `builtin`.
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Done with `autopep8 --select=E7`, fixes:
- E701 - Put colon-separated compound statement on separate lines.
- E702 - Put semicolon-separated compound statement on separate lines.
- E703 - Put semicolon-separated compound statement on separate lines.
- E711 - Fix comparison with None.
- E712 - Fix (trivial case of) comparison with boolean.
- E713 - Fix (trivial case of) non-membership check.
- E721 - Fix various deprecated code (via lib2to3).
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Done with `autopep8 --select=E3,W3`, fixes:
- E301 - Add missing blank line.
- E302 - Add missing 2 blank lines.
- E303 - Remove extra blank lines.
- E304 - Remove blank line following function decorator.
- E309 - Add missing blank line.
- W391 - Remove trailing blank lines.
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Done with `autopep8 --select=E2,W2`, fixes:
- E201 - Remove extraneous whitespace.
- E202 - Remove extraneous whitespace.
- E203 - Remove extraneous whitespace.
- E211 - Remove extraneous whitespace.
- E221 - Fix extraneous whitespace around keywords.
- E222 - Fix extraneous whitespace around keywords.
- E223 - Fix extraneous whitespace around keywords.
- E224 - Remove extraneous whitespace around operator.
- E225 - Fix missing whitespace around operator.
- E226 - Fix missing whitespace around operator.
- E227 - Fix missing whitespace around operator.
- E228 - Fix missing whitespace around operator.
- E231 - Add missing whitespace.
- E231 - Fix various deprecated code (via lib2to3).
- E241 - Fix extraneous whitespace around keywords.
- E242 - Remove extraneous whitespace around operator.
- E251 - Remove whitespace around parameter '=' sign.
- E261 - Fix spacing after comment hash.
- E262 - Fix spacing after comment hash.
- E265 - Format block comments.
- E271 - Fix extraneous whitespace around keywords.
- E272 - Fix extraneous whitespace around keywords.
- E273 - Fix extraneous whitespace around keywords.
- E274 - Fix extraneous whitespace around keywords.
- W291 - Remove trailing whitespace.
- W293 - Remove trailing whitespace.
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Done with `autopep8 --select=E1`, fixes:
- E101 - Reindent all lines.
- E112 - Fix under-indented comments.
- E113 - Fix over-indented comments.
- E115 - Fix under-indented comments.
- E116 - Fix over-indented comments.
- E121 - Fix a badly indented line.
- E122 - Fix a badly indented line.
- E123 - Fix a badly indented line.
- E124 - Fix a badly indented line.
- E125 - Fix indentation undistinguish from the next logical line.
- E126 - Fix a badly indented line.
- E127 - Fix a badly indented line.
- E128 - Fix a badly indented line.
- E129 - Fix a badly indented line.
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Also switch existing shebangs to "better" /usr/bin/env python.
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Took the opportunity to undo the Godot changed made to the
opus source. The opus module should eventually be built in its
own environment to avoid polluting others with too many include
dirs and defines.
TODO: Fix the platform/ stuff for opus.
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-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
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Also removed the obsolete iOS xcode template.
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Fixes #4489
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neccesary for libpng 1.6.27 to work silently
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Also removes a couple wrong Godot headers from third-party source files.
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