Age | Commit message (Collapse) | Author |
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Moved init_physics
Implemented physics 2D plug
Fix clang
Fix clang
Fix static check
Fix clang
Fix static check
Moved physics server initialization
Moved physics server settings initialization
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Add OS::is_userfs_persistent, allow starting HTML5 platform in private mode
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Allows starting HTML5 export when IndexedDB is not available.
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Previously logging logic was scattered over OS class implementations
with plenty of duplication. Major changes in this commit:
- Extracted logging logic into a separate Logger hierarchy. It allows
easy configuration of logging mechanism depending on compile-time or
run-time configuration.
- Implemented RotatedFileLogger which is usually used with StdLogger,
providing persistency of logs. It is often important to be able to
obtain logs of the game even in production to be able to understand
what happened prior to some problem. On mobile there previously was
no way to obtain the logs aside from having the device connected to
your machine.
- flush() is not performed in release mode for every logged line. It
is only performed for errors.
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Regression from 844c5e12e664e3212feacc9ee3200e116556fbc7
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Fix crash when no audio driver is available
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Add missed bindings for enums
Move some enums to class to have correct output of api.json
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Prevent sending MainLoop notifications before initialized
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Implement OS.has_touchscreen_ui_hint() in HTML5 platform
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- set_window_maximized hides page content
- Fix sporadic full-screen render-size bug in Chromium
- Smoother resizing for maximized canvas
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Implement input focus behavior in HTML5
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- Key and mouse events are only consumed if canvas is focused
- NOTIFICATION_WM_MOUSE_ENTER, _MOUSE_EXIT, _FOCUS_IN and _FOCUS_OUT are
emitted
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-Added system for feature overrides, it's pretty cool :)
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this might cause bugs I haven't found yet..
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HTML5: Cursor style control
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Remove GLUT usage in HTML5 platform
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MOUSE_MODE_CONFINED cannot be implemented.
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Regression from 86f5ac3
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Fixes inverted scrolling on Chromium
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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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WebGL 2 export per WebAssembly or asm.js
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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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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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work though
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modified files)
-.pck and .zip exporting redone, seems to be working..
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Will not yet compile
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Fixes compilation on Windows and likely other platforms (at least
as far as AudioServer changes were concerned), though they were
not tested.
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Improve Web export presentation
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- 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
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They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
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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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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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