Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-01-14 | Fixes IME input backspace on macOS | Haoyu Qiu | |
2020-01-10 | [macOS] Load PCK from the .app bundle resources, instead of changing working ↵ | bruvzg | |
directory. | |||
2020-01-06 | Merge pull request #33967 from Calinou/add-os-is-window-focused | Rémi Verschelde | |
Add an `OS.is_window_focused()` getter | |||
2020-01-01 | Update copyright statements to 2020 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it. | |||
2019-12-08 | [macOS] Send resize event without actually resizing window on backing change. | bruvzg | |
Co-authored-by: Haoyu Qiu <timothyqiu32@gmail.com> | |||
2019-12-01 | iOS modular build and export implementation. | bruvzg | |
2019-11-28 | Add an `OS.is_window_focused()` getter | Hugo Locurcio | |
This makes it possible to know whether the window is focused at a given time, without having to track the focus state manually using `NOTIFICATION_WM_FOCUS_IN` and `NOTIFICATION_WM_FOCUS_OUT`. This partially addresses #33928. | |||
2019-11-25 | [macOS] Fix locale detection. | bruvzg | |
2019-11-21 | [macOS] Remove CVDisplayLink v-sync hack. | bruvzg | |
2019-10-30 | [macOS, Windows, X11] Add graphic tablet pen pressure and tilt support to ↵ | bruvzg | |
InputEventMouseMotion event. | |||
2019-10-24 | Fix compilation warnings in macOS build, enable `warnings=extra werror=yes` ↵ | bruvzg | |
for macOS CI. | |||
2019-10-13 | Fix non-HiDPI mode on HiDPI displays on macOS Catalina. | bruvzg | |
2019-10-03 | Properly revert cursor when using set_custom_mouse_cursor with null | PouleyKetchoupp | |
Fixes #32486 | |||
2019-08-26 | [macOS] Add methods to modify global and dock menus. Add ability to open ↵ | bruvzg | |
multiple editor/project manager instances, recent/favourite project list to project manager dock menu and opened scene list to editor dock menu. | |||
2019-08-09 | Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "platform", ↵ | Robin Hübner | |
"modules/gdnative", "modules/gdscript" directories. | |||
2019-07-30 | Turn `OS.set_min/max_window_size()` warnings into errors | Hugo Locurcio | |
Since invalid values will cause the setting to be discarded, it makes more sense to display an error message instead of a warning message. | |||
2019-07-24 | Fix crash caused by a9a0d0fb15cc5e028dbf8dab8b46d3dc197c4678 | Guilherme Felipe | |
2019-07-09 | Fix cursor blinking in integrated GPUs | Guilherme Felipe | |
Optimization for Input::set_custom_mouse_cursor when used inside _process function. (Avoids cursor blinking in low end devices) | |||
2019-06-18 | Update macOS global mouse position at startup | bruvzg | |
2019-06-17 | Merge pull request #29752 from bruvzg/window_size_limits | Rémi Verschelde | |
Add ability to limit maximum/minimum window size. | |||
2019-06-15 | Adding a new Camera Server implementation to Godot. | BastiaanOlij | |
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server. Other parts of Godot can interact with this to obtain images from the camera as textures. This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications. | |||
2019-06-15 | Add ability to limit maximum/minimum window size. | bruvzg | |
2019-06-12 | Merge pull request #29481 from bruvzg/macos_fix_dvorak_qwerty_cmd_hotkeys | Rémi Verschelde | |
Fixes hotkeys on "Dvorak - QWERTY ⌘" keyboard layout. | |||
2019-06-12 | Merge pull request #29465 from bruvzg/per_pixel_transp_impr | Rémi Verschelde | |
Removes redundant "splash" setting, improves per pixel transparency documentation. | |||
2019-06-04 | [macOS] Fixes hotkeys on "Dvorak - QWERTY ⌘" keyboard layout. | bruvzg | |
2019-06-04 | [macOS] Fixes unicode input with IME mode inactive, Improves IME mode ↵ | bruvzg | |
documentation. | |||
2019-06-04 | Removes redundant "display/window/per_pixel_transparency/splash" setting, ↵ | bruvzg | |
improves per pixel transparency documentation. | |||
2019-05-24 | Add native window/taskbar icon support for Windows and macOS. | bruvzg | |
Co-authored-by: Markus Törnqvist <mjt@nysv.org> | |||
2019-05-21 | added a const keyword for a methods that return constant literal... | hbina085 | |
2019-04-29 | Merge pull request #28061 from guilhermefelipecgs/fix_19137 | Rémi Verschelde | |
[Input] Release keys/actions pressed if window loses focus | |||
2019-04-27 | [Input] Release keys/actions pressed if window loses focus | Guilherme Felipe | |
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com> Co-authored-by: Marcelo Fernandez <marcelofg55@gmail.com> | |||
2019-04-19 | Re-maps KEY_BRACELEFT/RIGHT for OSX users | KLee1248 | |
Should fix #28098. | |||
2019-04-15 | Add Input::get_current_cursor_shape | Guilherme Felipe | |
[Clean up] Removed unused/unnecessary methods. | |||
2019-04-09 | Merge pull request #27490 from bruvzg/macos_non_resizable_fullscreen | Rémi Verschelde | |
Allow non-resizeable windows to enter full-screen mode. | |||
2019-03-28 | [macOS] Allow non-resizeable windows to enter fullscreen mode. | bruvzg | |
2019-03-12 | [macOS] Fix hiDPI scaling support in `OS.get_real_window_size` and ↵ | bruvzg | |
`OS.set_window.size` functions. | |||
2019-03-07 | osx: update mouse position on mouse press | Philip Whitfield | |
2019-03-06 | [macOS] Fixes NumPad keys detection, adds some missing key mappings. | bruvzg | |
2019-03-06 | Fix macOS accumulated mouse scroll events. | bruvzg | |
2019-03-05 | Disable driver fallback to GLES2 by default | Rémi Verschelde | |
GLES2 is not designed to be a drop-in replacement for the GLES3 backend, so the fallback mode has to be used knowingly. It *can* make sense for simple projects which make sure to handle the differences between both rendering backends, but most users should stick to one supported backend. By making it opt-in, we can now use this parameter to define whether to export ETC textures to Android and iOS when using GLES3 + Fallback. When using GLES3 without Fallback on Android, set the proper min GLES version in the AndroidManifest. Also made the option boolean and renamed it for clarity and to avoid conflict with the previous String option (which would always evaluate as "true" otherwise). Fixes #26569. | |||
2019-03-04 | More style cleanup... | Rémi Verschelde | |
2019-03-03 | Add support for event accumlation (off by default, on for editor), fixes #26536 | Juan Linietsky | |
2019-02-26 | -Remove harcoded opengl extension testing from OS, ask rasterizer instead. | Juan Linietsky | |
-Fixed a bug where etc textures were imported broken | |||
2019-02-23 | [macOS] Make `move_window_to_foreground` to take focus in addition to moving ↵ | bruvzg | |
window to front. | |||
2019-02-12 | Platform: Ensure classes match their header filename | Rémi Verschelde | |
Also drop some unused files. Renamed: - `platform/iphone/sem_iphone.h` -> `semaphore_iphone.h` (same for `osx`) - `platform/uwp/gl_context_egl.h` -> `context_egl_uwp.h` - in `platform/windows`: `context_gl_win.h`, `crash_handler_win.h`, `godot_win.cpp`, `joypad.h` and `key_mapping_win.h` all renamed to use `windows`. Some classes renamed accordingly too. - `EditorExportAndroid` and `EditorExportUWP` renamed to `EditorExportPlatformAndroid` and `EditorExportPlatformUWP` - `power_android` and `power_osx` renamed to `PowerAndroid` and `PowerOSX` - `OSUWP` renamed to `OS_UWP` Dropped: - `platform/windows/ctxgl_procaddr.h` | |||
2019-01-31 | [macOS] Fix rendering on retina displays with HiDPI support disabled. | bruvzg | |
2019-01-29 | Using DisplayLink to emulate vsync on OSX | Bastiaan Olij | |
2019-01-22 | Avoid cyclic iteration check, fixes #24969 | Juan Linietsky | |
2019-01-11 | [macOS] Fix missing mouse move event speed. | bruvzg | |
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! |