Age | Commit message (Collapse) | Author |
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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.
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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.
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Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
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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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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.
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Fix focusing debugged game on Windows
Add re-focusing editor on continue
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Add OS.request_attention() for Windows
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windows get_latin_keyboard_variant() implementation and gdscript binding, #5503
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When moving or resizing the window, Windows spins up a seperate event-loop, effectively blocking the normal one.
To work around this, we're starting a timer that will continue sending WM_TIMER messages which we can use to keep the mainloop running.
fixes #4695
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-works on windows
-may not work on X11, if so please fix
-OSX does not seem to support disabling vsync
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Windows only for now.
Many builds may break (older visual studio, mingw32)
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At the moment is however restored when going out and then in again.
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Based on code by @ratsdiov.
Closes #1733
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now also centred.
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Add some joystick functions to input. Enables manipulation of mapping…
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unusable from GDscript due to precision.
-Added, instead an OS.get_system_time_secs(), which is 32 bits friendly, fixes #3143
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runtime
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If utc == false, we return the local time, like before.
Otherwise, we return UTC time.
utc defaults to false to not break behaviour.
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also, 2D physics is now thread safe too.
see physics_2d/thread_model
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but still side-functions, all API needs to be migrated to them
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-needs testing on Linux
-needs testing on Windows
-NEED SOMEONE TO IMPLEMENT IT ON OSX!! PLEASE HELP!
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-Fixes to animationplayer
-fixes to collada importer
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properties (#718)
-WorldEnvironment cleanup issues fixed (#563)
-Text Editor improvement to shift-mouse selection (#648)
-(Hopefully) fixed rare (but horrible) indexing bug in GDScript compiler (#652)
-Some changes to PhysicsBody API, renamed property "active" to "sleeping", which makes more sense
-Added add_collision_exception() API in PhysicsBody (more accessible)
-ability to select and copy in the output messages panel
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- 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 () )
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-=-=-=-=-=-=-=-=-=-=-=-=-=
-New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too.
-A lot of fixes to the 3D physics engine
-Added KinematicBody with demo
-Fixed the space query API for 2D (demo will come soon). 3D is WIP.
-Fixed long-standing bug with body_enter/body_exit for Area and Area2D
-Performance variables now includes physics (active bodies, collision pairs and islands)
-Ability to see what's inside of instanced scenes!
-Fixed Blend Shapes (no bs+skeleton yet)
-Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
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-=-=-=-=-=-=-=-=-=-=-=-=-=
-Begin work on Navigation Meshes (simple pathfinding for now, will improve soon)
-More doc on theme overriding
-Upgraded OpenSSL to version without bugs
-Misc bugfixes
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-Fixed input in viewport stretch bugs
-Fixed tilemap pixel overlap (really?)
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-made GUI Theme editor usable
-editor does not allow to export or create .pck in the same path as a project
-changed .pck format (lacked support for versioning so couldn't change it), previous was causing crashes and is now incompatible, just re-export.
-will not look for .pck files recursively, was causing unexpected behaviors
-fixed execution of Godot in paths with non unicode characters in Windows, OSX and Linux.
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