Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-08-09 | Implement NSTextInputClient protocol for IME | bruvzg | |
2017-08-06 | Duplicate error messages to macOS logging system | bruvzg | |
2017-07-28 | Fix get_screen_* funcs returning old values after resolution changes on OS X | Marcelo Fernandez | |
2017-07-27 | Fix is_window_fullscreen() and set_window_fullscreen() behaviour after ↵ | bruvzg | |
window has entered/left full-screen mode via green zoom button. Fix get/set_current_screen & set_window_maximized. | |||
2017-07-19 | -Renamed GlobalConfig to ProjectSettings, makes more sense. | Juan Linietsky | |
-Added system for feature overrides, it's pretty cool :) | |||
2017-07-02 | Implemented borderless fullscreen code on OSX. | Marcelo Fernandez | |
2017-06-27 | Implemented borderless window code for OSX. | Marcelo Fernandez | |
2017-06-10 | Restired multithread support in OSX and Windows, should stop the crashes. | Juan Linietsky | |
2017-05-20 | Removal of InputEvent as built-in Variant type.. | Juan Linietsky | |
this might cause bugs I haven't found yet.. | |||
2017-05-17 | Removal of Image from Variant, converted to a Resource. | Juan Linietsky | |
2017-04-10 | Rename [gs]et_pos to [gs]et_position for Controls | Sergey Pusnei | |
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 | |||
2017-04-08 | Add "Godot Engine contributors" copyright line | Rémi Verschelde | |
2017-03-26 | Input: Remove usage of platform dependent event IDs. | Andreas Haas | |
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... | |||
2017-03-05 | A 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 | |||
2017-03-04 | Add API to access battery power state | Julian Murgia | |
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 | |||
2017-01-16 | Fix compile errors related to audio on OSX | BastiaanOlij | |
2017-01-14 | Style: Fix whole-line commented code | Rémi Verschelde | |
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. | |||
2017-01-08 | renamed joystick to joypad everywhere around source code! | Juan Linietsky | |
2017-01-04 | First set of changes to fix compilation errors and initialise the gles3 ↵ | BastiaanOlij | |
renderer for Mac OS X. Still broken at this point. | |||
2017-01-01 | Welcome 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! | |||
2016-09-06 | osx: Support gamepad input. | Andreas Haas | |
Fixes #3881 Vibration support is not optimal yet as it doesn't try to emulate the "weak" and "strong" motor strength, but just takes the parameter with the highest value for the vibration gain. | |||
2016-07-21 | Implement OS.request_attention() for OSX (#5662) | GungnirInd | |
Keeps bouncing icon until user focuses window | |||
2016-06-22 | Added alert() functionality for OS X | Keyaku | |
2016-05-30 | -Some fixes to OSX retina scaling for window functions | Juan Linietsky | |
-Implemented HiDPI detection and support for Godot Editor! | |||
2016-05-11 | OS.get_screen_size now returns the correct value on OSX | marcelofg55 | |
2016-03-09 | remove trailing whitespace | Hubert Jarosz | |
2016-01-01 | Update copyright to 2016 in headers | George Marques | |
2015-10-16 | Added specific get_locale to OSX platform | Didier Vandekerckhove | |
The default unix get_locale didn’t work. OS X requires a specific one. | |||
2015-09-24 | Added ability to set custom mouse cursors. Not hardware accelerated yet. | Juan Linietsky | |
2015-08-30 | new editor settings customization of where to run the game from the editor | Juan Linietsky | |
2015-05-26 | ability to run 2D physics in a thread | Juan Linietsky | |
also, 2D physics is now thread safe too. see physics_2d/thread_model | |||
2015-04-18 | Updated copyright year in all headers | Juan Linietsky | |
2015-04-02 | fullscreen thing | Ariel m | |
2015-03-23 | fixed build error on OSX from new WM code | steve | |
2015-01-08 | OS X: Add keyboard layout detection and fix build | Rhody Lugo | |
2014-09-19 | - more fixes on #672 on windows | Juan Linietsky | |
- added #660, but need help on osx, help please I don't have a mac! - fixed #667 and #668 (eol detection in comments) - added #670 (hint when using method without () ) | |||
2014-06-26 | mouse_mode implementation on OS X | James Emselle | |
2014-02-09 | GODOT IS OPEN SOURCE | Juan Linietsky | |