Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-08-09 | Implement NSTextInputClient protocol for IME | bruvzg | |
2017-08-08 | removed calls to cursor_set_visible on all platforms fixes #10167 | toger5 | |
2017-08-07 | Merge pull request #10127 from bruvzg/3.0-osx-logging | Rémi Verschelde | |
Duplicate error messages to macOS logging system (Console.app) | |||
2017-08-07 | Merge pull request #10099 from bruvzg/3.0-fix-osx-warp_mouse_pos | Rémi Verschelde | |
Fix warp_mouse_pos on macOS | |||
2017-08-06 | Duplicate error messages to macOS logging system | bruvzg | |
2017-08-06 | Rename KEY_RETURN to KEY_ENTER and KEY_ENTER to KEY_KP_ENTER | Bojidar Marinov | |
Closes #7695 | |||
2017-08-04 | Fix warp_mouse_pos on macOS | bruvzg | |
2017-07-30 | Merge pull request #9960 from marcelofg55/master | Rémi Verschelde | |
Fix get_screen_* funcs returning old values after resolution changes on OS X | |||
2017-07-28 | Fix get_screen_* funcs returning old values after resolution changes on OS X | Marcelo Fernandez | |
2017-07-28 | Change display scale when moving the window from monitor to monitor | bruvzg | |
2017-07-28 | Merge pull request #9874 from bruvzg/3.0-osx-menu | Rémi Verschelde | |
Add macOS main menu (3.0) | |||
2017-07-28 | Merge pull request #9876 from bruvzg/3.0-resize-fix | Rémi Verschelde | |
Improved macOS window resizing behaviour (3.0) | |||
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. | |||
2017-07-27 | Add macOS main menu | bruvzg | |
2017-07-26 | Improved macOS window resizing behaviour. | bruvzg | |
2017-07-26 | Remove duplicate keycode constant for Numpad Enter key. | bruvzg | |
2017-07-23 | Fix Right-Click (Ctrl-Click) on OS X | Marcelo Fernandez | |
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 | |
2017-06-13 | Used in the macOS HiDPI options window is too small | ageazrael | |
2017-06-13 | Fixed middle mouse button can't bounce in macOS | ageazrael | |
2017-06-10 | Restired multithread support in OSX and Windows, should stop the crashes. | Juan Linietsky | |
2017-06-06 | osx release right button event fixed | toger5 | |
RIGHT_MOUSE_BUTTON was not removed from the button mask (instead it was added...) fixes #9079 | |||
2017-06-04 | renamed all Rect2.pos to Rect2.position | alexholly | |
2017-06-03 | InputEvent: Renamed "pos" property to "position" | Andreas Haas | |
Make the naming consistent with other classes. | |||
2017-05-27 | Make OS.get_locale() returns same value | volzhs | |
2017-05-22 | added modifier key to scroll event | toger5 | |
2017-05-22 | fixed osx input event | toger5 | |
2017-05-20 | Removal of InputEvent as built-in Variant type.. | Juan Linietsky | |
this might cause bugs I haven't found yet.. | |||
2017-05-20 | Doing a little bit of cleanup | BastiaanOlij | |
2017-05-17 | Removal of Image from Variant, converted to a Resource. | Juan Linietsky | |
2017-05-07 | Implemented scrolling factor for smooth trackpad scrolling | toger5 | |
Working platforms platform: OSX, Windows. Support for almost all ui elements, including project list. | |||
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 | |||
2017-04-09 | Style: Apply clang-format (3.9.1) to Obj-C++ files | Rémi Verschelde | |
2017-04-09 | Formatting of mm files | BastiaanOlij | |
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... | |||
2017-03-04 | 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 | |||
2017-02-13 | Fix missing semicolon in previous commit | Rémi Verschelde | |
2017-02-13 | Fix for issue #7766 | Brett-Mitchell | |
Add initialization for OS_OSX.mouse_mode in OS_OSX::OS_OSX(). mouse_mode now defaults to OS::MOUSE_MODE_VISIBLE. | |||
2017-01-16 | Fix compile errors related to audio on OSX | BastiaanOlij | |
2017-01-15 | Oops! Audio engine has vanished :D | Juan Linietsky | |
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 | Finish replacement of joystick by joypad | Rémi Verschelde | |
Some parts were forgotten in 547a577. | |||
2017-01-07 | Memory pool vectors (DVector) have been enormously simplified in code, and ↵ | Juan Linietsky | |
renamed to PoolVector | |||
2017-01-05 | Enabled code that requests an OpenGL 3 context. | BastiaanOlij | |
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. | |||
2017-01-02 | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde | |
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :) | |||
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! |