Age | Commit message (Collapse) | Author |
|
|
|
|
|
DLScript module
|
|
This module was written by bojidar-bg and me, with the help of ClikCode and touilleMan.
This adds a module to Godot that enables the use of dynamic libraries as a source for scripts.
That also allows third party libraries to be linked to Godot more easily and without creating modules.
For a readme see https://github.com/GodotNativeTools/godot_headers/blob/master/README.md
|
|
|
|
- X11 update input->pos on EnterNotify
- X11 & Win call first-time events processing before main initialization
|
|
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...
|
|
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
|
|
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
|
|
Replace misuse of list iteration
|
|
Windows: Close audiodriver sooner on exit
|
|
modified files)
-.pck and .zip exporting redone, seems to be working..
|
|
|
|
In #7839 I see the same error that was fixed in #7833 occuring on the
Windows platform. This moves the audio driver closing to the same place
in OS_Windows::finalize() as it is in OS_X11::finalize()
This fixes #7839
|
|
Fix relative cursor data in CAPTURED mouse mode on Windows.
|
|
Close out audio drivers when exiting on Windows.
|
|
Removed DX9 Rasterizer in windows
|
|
Windows.
|
|
Prevents a crash when closing the project manager.
|
|
This doesn't seem to be needed anymore and the code to free the unused
rasterizer was throwing a memory violation since it was getting set to a
value somehow.
|
|
|
|
mode (#7162)
|
|
Fix gibberish output for windows/mingw.
|
|
Fixes compilation on Windows and likely other platforms (at least
as far as AudioServer changes were concerned), though they were
not tested.
|
|
%ls should be used instead of %s or %S to speficy narrow/wide charstring
in wprintf fwprintf
Fixes #6252
|
|
|
|
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.
|
|
|
|
Windows did not compile anymore because DI8DEVTYPE_JOYPAD obviously isn't defined in the directx headers ^^
I also did the same renaming as in #7473 for the windows platform and reverted the changes in the gamepad
mappings.
|
|
|
|
Passed as a compiler define to be sure it is always define before windows.h
is loaded. This means that Godot officially requires Vista API or later, it will
not work on Windows XP or earlier.
Also fix a bogus check for Windows 7 API.
|
|
|
|
|
|
renamed to PoolVector
|
|
aligned to 16
-Changed Vector<> template to fit this.
|
|
|
|
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
|
|
renderer for Mac OS X. Still broken at this point.
|
|
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
|
|
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!
|
|
|
|
Reworked patch from @jay3d (#7116).
|
|
|
|
Fix part of #6633
|
|
Now it's possible to compile for Windows platform if wanted. It's
supported only for Windows 8 or later, so it's not enabled by default.
|
|
|
|
general
|
|
-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
|
|
Improve debug focus behavior
|
|
|