Age | Commit message (Collapse) | Author |
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Facilitate external modification of HTML5 canvas size
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-Project/Editor settings now show tooltips properly
-Settings thar require restart now will show a restart warning
-Video driver is now visible all the time, can be changed easily
-Added function to request current video driver
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'HTML5' is the platform tag, the 'JavaScript' tag indicates availability of
the JavaScript.eval singleton.
Also report texture compression support.
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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.
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Happy new year to the wonderful Godot community!
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And make it configurable, too.
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Add support for XDG Base Directory spec
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This makes the interfaces available, without implementation, in other
platforms and the editor, which facilitates documenting platform-exclusive
classes.
Platform-exclusive APIs must be set up in platform/<platform>/api/api.cpp.
Provide noop method-implementations where necessary.
Also setup and document the HTML5 platform's JavaScript singleton.
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Will be needed to avoid confusion with system data path (XDG_DATA_HOME)
and editor data dir in upcoming refactoring.
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Fix WebAudio and HTML5 build
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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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Add missed bindings for enums
Move some enums to class to have correct output of api.json
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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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-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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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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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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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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- Add 'window' (canvas) resize, maximize and fullscreen
- Implement get_screen_size
- Fix fullscreen resolution
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- Emit mouse wheel release events
- Set button masks, fixes #5092
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- Implement alert, shell_open, set_window_title
- Add locale lookup, fixes #2477
- Print without color control sequences
- Move get_executable_path implementation to OS_JavaScript
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Scancodes work, but unicode values are now completely broken in some
browser/OS combinations.
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