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2019-01-21ExportDialog: Make error messages translatableRémi Verschelde
Also fix missing newlines that caused #24202.
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-11-01Export for OS X on OS X now lets you select .dmg or .zipMarcelo Fernandez
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-08-23Fix file hintsMarcin Zawiejski
Fixes file hints so the file dialog actually displays the files with given extension (e.g. *.apk).
2018-08-21BPTC supportelasota
2018-08-20fix Android/HTML5 custom templates option does not workAlessandro
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
2018-05-10Use local path for custom HTML5 shell exportLeon Krause
2018-01-20HTML export: Make s3tc the standard Texture Formatx1212
2018-01-12Fix HTML5 feature tagsLeon Krause
'HTML5' is the platform tag, the 'JavaScript' tag indicates availability of the JavaScript.eval singleton. Also report texture compression support.
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-04Fixed missing parenthesisArtem Varaksa
2018-01-04Add missing translation in Javascript export dialogRémi Verschelde
Also remove newlines from translated strings.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-12Updated Linux template extensions to match architecture.Nathan Warden
2017-11-25Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky
wrong function, leading to unnecesary copy on writes and reduced performance.
2017-11-21Allow configuring iOS exportRuslan Mustakov
- EditorExportPlugin's _export_begin accepts all the arguments related to the current export (is_debug, path, flags). - EditorExportPlugin API is extended with methods allowing to configure iOS export: add_ios_framework, add_ios_plist_content, add_ios_linker_flags, add_ios_bundle_file. - iOS export template now contains Godot as a static library so that it can be linked with third-party Frameworks and GDNative static libraries. - Adds method to DirAccess for recursive copying of a directory. - Fixes iOS export to work with Xcode 9 (released recently).
2017-11-20Merge pull request #13061 from eska014/html5-exportRémi Verschelde
Export boot splash image and add option for custom HTML shell file in HTML5 export
2017-11-20Merge pull request #12988 from akien-mga/xdg-home-pathsRémi Verschelde
Add support for XDG Base Directory spec
2017-11-20Export boot splash and add custom HTML file option in HTML5 exportLeon Krause
2017-11-19Use new XDG folders to dehardcode pathsRémi Verschelde
2017-11-18Remove asm.js support from HTML5 platformLeon Krause
Since WebGL 2.0 is required, requiring WebAssembly support as well has little impact on compatibility.
2017-11-17EditorSettings: Rename settings_path to settings_dirRémi Verschelde
Also to prepare for upcoming refactoring for XDG support.
2017-09-12Merge pull request #11154 from eska014/html5-startup-revampPoommetee Ketson
HTML5 start-up overhaul with download progress display
2017-09-11HTML5 start-up overhaulLeon Krause
- Implement promise-based JS interface for custom HTML page integration - Add download progress callback - Add progress bar and indeterminate spinner to default HTML page - Try downloading files multiple times when failing - Get rid of godotfs.js - Separate steps for engine initialization, game initialization and game start - Allow multiple games on one HTML page - Substitution placeholders only used in .html file - Placeholders renamed: $GODOT_BASE => $GODOT_BASENAME, $GODOT_TMEM -> $GODOT_TOTAL_MEMORY - Emscripten Module is now Engine.RuntimeEnvironment (no longer a global)
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-06-27Hide HTML5 native-run icon without runnable presetL. Krause
2017-06-27Use custom native-run icons for Android and HTML5L. Krause
2017-06-25BuildSystem: generated files have .gen.extensionPoommetee Ketson
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-03-29WebGL 2 export per WebAssembly or asm.jseska
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
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
2017-03-05Refactoring: rename tools/editor/ to editor/Rémi Verschelde
The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.
2017-02-21-renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky
modified files) -.pck and .zip exporting redone, seems to be working..
2017-02-19Editor Export Settings Dialog is completed!! Now on to make some exporters..Juan Linietsky
2017-02-02Merge pull request #7689 from eska014/webgl2Rémi Verschelde
Enable WebGL2 in web export, start fixing build
2017-02-01Enable WebGL2 in web export, start fixing buildeska
Will not yet compile
2017-01-25Removed import/export system, will start new one from scratch.Juan Linietsky
2017-01-15Merge pull request #7519 from eska014/web-presentationRémi Verschelde
Improve Web export presentation
2017-01-14Improve usability and style in web export presentationeska
- Check for WebGL support, don't load if unsupported - Check for IndexedDB support - Make canvas support check message visible - Colored debug output for warnings and errors - Make it obvious status can be closed by clicking - Don't use status to display non-critical errors - Limit output message count - Add clear output button - Fix setting total memory
2017-01-14rename String.extension() -> String.get_extension() / String.basename() -> ↵Juan Linietsky
String.get_basename()
2017-01-05-Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky
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
2017-01-02ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky
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()
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
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!
2016-11-30Emit asm.js code into a dedicated file for asm.js exporteska
This helps prevent browser lockups during start-up at the cost of having to distribute an extra file.
2016-10-31Add option 'wasm' to compile to WebAssembly in web exporteska
WebAssembly is still experimental, so disabled by default. The HTML shell file now uses $GODOT_BASE, a placeholder for the base filename, instead of $GODOT_JS, $GODOT_MEM and $GODOT_FS.
2016-10-20Fix extraneous NULL character on HTML exportGeorge Marques
Fix #2801