Age | Commit message (Collapse) | Author |
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fixes #5155
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on x11.
closes #5119
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This allows us not to have to hack our definitions in the upstream files,
making it easier to upgrade to newer versions in the future.
For the include paths to work, the headers are moved to a GL subfolder to
match their upstream location.
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Fixes #5051
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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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-editor settings now save to .tres instead of .xml
-buttons can now hold a shortcut
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Can't create user data folder when project name has ``\ / : * ? " < > |`` characters on OS_Windows & OS_Unix.
So, change it to ``-`` to be able to make folder.
fixes #4928 and it's altanative to #4986.
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fixes #4973
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Windows only for now.
Many builds may break (older visual studio, mingw32)
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-DynamicFont uses Freetype by default
-Editor fonts are now scalable thanks to this
-Cleaned up documentation browser and added fonts for this
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-Rearrange favorites in fs dock with drag and drop
-Removed import -> sub-scene, moved to scenetree contextual menu
-Removed import -> re-import , moved and integrated to FS dock
-Added ability in FS dock to re-import more than one resource
simultaneously
-Added ability to drag from native filesystem explorer to Godot, only
works on Windows though
-Removed scene reimport merge options, never worked well. Eventually
merging materials should be re-added
-Added ability to set custom root node type when importing scenes
-Re-Import is now automatic, can be configured back to manual in editor
settings
-Added resource previews in property list for many resource types
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At the moment is however restored when going out and then in again.
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The change in `tools/doc/doc_data.cpp` is needed because the MSVC
compiler does not support variable length arrays.
Fix #4113
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Should fix #4428.
* Minimize button is not hidden anymore
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Fixes 64 bit MSVC builds, disables bits parameter
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Based on code by @ratsdiov.
Closes #1733
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Also Enables automatic detection of architecture for the MSVC compilers.
Builds without assembly optimisations for x64
Closes issue #3098
Signed-off-by: Aleksandar Danilovic <greatgames.alexandar@gmail.com>
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now also centred.
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The former name was incorrect in English, though for us latin lovers it's an understandable mistake.
Second part of and closes #3626.
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According to MSDN's
documentation (https://msdn.microsoft.com/en-us/library/windows/desktop/bb762181(v=vs.85).aspx),
CSIDL_PERSONAL represents the default path to Windows Document's folder:
"Previous to Version 6.0. The file system directory used to physically
store a user's common repository of documents. A typical path is
C:\Documents and Settings\username\My Documents. This should be
distinguished from the virtual My Documents folder in the namespace. To
access that virtual folder, use SHGetFolderLocation, which returns the
ITEMIDLIST for the virtual location, or refer to the technique described
in Managing the File System."
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with it:
-corrupted 32 binaries without reason
-does not support upx binaries
-forces dependency o libstdc++
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This reverts commit b21ce6cecbd75ae3281177c4890902586ca710f7.
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Fix #3149
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Add some joystick functions to input. Enables manipulation of mapping…
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Remove unnecessary null pointer checks
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disabled assembly for msvc 64 bits, as it is not supported
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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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1) it didn't print the error to the console, only this:
build_res_file(["platform/windows/godot_res.windows.tools.32.o"], ["platform/windows/godot_res.rc"])
scons: *** [platform/windows/godot_res.windows.tools.32.o] Error 1
I had to print the actual command and run it on a console to see the error. The builder should be able to print the command it's running and the error, like it does with compiler invocations, etc.
2) The actual error was a syntax error on line 11 of godot_res.rc. I looked up "FILEVERSION" and "PRODUCTVERSION" (here https://msdn.microsoft.com/en-us/library/windows/desktop/aa381058(v=vs.85).aspx), it says they take 4 numbers as parameters, so I added those 0s, but I'm not sure if they're in the right order.
@masoudbh3 can you check it out? thanks
It builds on msvc just fine with (and without) these changes.
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