Age | Commit message (Collapse) | Author | |
---|---|---|---|
2015-01-13 | introduced the scons experimental_wm_api switch: | hurikhan | |
================================================ Usage: scons p=x11 experimental_wm_api=yes | |||
2015-01-12 | Merge branch 'master' into x11-window-management | hurikhan | |
2015-01-11 | -Initial (untested) implementation of 2D shaders. Probably broken, will be ↵ | Juan Linietsky | |
fixed later. -fixed issue of opacity not working | |||
2015-01-11 | get_screen_size() added | hurikhan | |
2015-01-11 | get_screen_count() added | hurikhan | |
2015-01-11 | get_window_size() + set_window_size() added | hurikhan | |
2015-01-11 | get_window_position() + set_window_position() added | hurikhan | |
2015-01-11 | Merge branch 'master' into x11-fullscreen | hurikhan | |
2015-01-10 | Merge branch 'master' of https://github.com/okamstudio/godot | Juan Linietsky | |
2015-01-10 | 2D Rewrite Step [1] | Juan Linietsky | |
-=-=-=-=-=-=-=-=-=- -Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future). -Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order) -Removed OpenGL ES 1.x support. Good riddance! | |||
2015-01-11 | First attempt of restoring the window at the old position | hurikhan | |
2015-01-10 | Make fullscreen-switching is working with LXDE/Openbox | hurikhan | |
2015-01-10 | API change to set_fullscreen(enabled,screen) | hurikhan | |
2015-01-10 | Make GDScript-Function ( bool OS.is_fullscreen() ) work | hurikhan | |
2015-01-10 | x11-fullscreen support through GDScript( OS.set_fullscreen(bool) ) | hurikhan | |
2015-01-08 | Create the test string to detect kb layouts directly from the unicode chars | Rhody Lugo | |
2015-01-08 | OS X: Add keyboard layout detection and fix build | Rhody Lugo | |
2015-01-04 | -attempt to be friendlier on non english keyboards | Juan Linietsky | |
2015-01-03 | Merge branch 'master' of https://github.com/okamstudio/godot | Juan Linietsky | |
2015-01-03 | -Work in progress visual shader editor *DOES NOT WORK YET* | Juan Linietsky | |
2015-01-03 | -added new code completion guess locations, closes #1032 | Juan Linietsky | |
-moved commandline fix to mingw-only, should fix #1064 | |||
2015-01-02 | -accelerometer precission changed to "GAME" (#1015) | Juan Linietsky | |
2014-12-25 | Reduce android build size(-fvisibility=hidden) | sanikoyes | |
Fix gridmap link error when disable_3d=Yes | |||
2014-12-21 | Merge branch 'master' of https://github.com/okamstudio/godot | Juan Linietsky | |
Conflicts: modules/gdscript/gd_editor.cpp Improved code completion for InputEvent (shows members by type) | |||
2014-12-21 | -ability to set default textures in shader (needed for visual shader editing) | Juan Linietsky | |
-work in progress new graph system (will replace current one) -crash fix in s3m loader (out of bounds acess) -fixed vbox overriding of separation (fixes empty line between section tabs) | |||
2014-12-20 | Fixes | Juan Linietsky | |
-=-=-= -Added missing quaternion constructor -code completion fixes -winrt fixes | |||
2014-12-19 | Implemented PulseAudio backend and fixed audio driver selection on X11 | Alexander Stillich | |
2014-12-16 | Merge branch 'master' of https://github.com/okamstudio/godot | Juan Linietsky | |
2014-12-16 | New Code Completion | Juan Linietsky | |
-=-=-=-=-=-=-=-=-=- -Massive improvement to code completion -Argument hinting for functions If you manage to out-smart the code-completion in a situation where completion should be possible to guess, let me know. Please enter the commit message for your changes. Lines starting | |||
2014-12-15 | Small batch of fixes | Juan Linietsky | |
-=-=-=-=-=-=-=-=-=-= -Fixed looping error in AudioStreamResampled -winrt port progress -fixes in material in ambient light | |||
2014-12-08 | Update ios simulator build config file to build under new ios SDK | marynate | |
2014-12-07 | More Fixes | Juan Linietsky | |
-=-=-=-=-= -Bug in saving multinline text in xml fixed. #925 -typo in android export fixed. #930 | |||
2014-12-02 | -Ability to ask for documents/pictures/etc system dirs. | Juan Linietsky | |
-Fixes to animationplayer -fixes to collada importer | |||
2014-11-26 | -fix sound room params (was not working) | Juan Linietsky | |
-fixes to DAE exporter -ios fixes (video) | |||
2014-11-19 | missing navmesh demo and small fixes | Juan Linietsky | |
2014-11-17 | NavMesh | Juan Linietsky | |
-=-=-=- -Fixed NavMesh API -New NavMesh demo -Support for animated Particles2D -Fixes for native video playback on iOS | |||
2014-11-13 | UDP Fixes | Juan Linietsky | |
-=-=-=-=- Curse the day I decided to port UDP code, as it ended up being two nights of work. At least It's done now (I hope). -Fixed UDP Support, API seems stable -Added UDP Chat demo (chat that can lose your packets, heh) -Added helpers to areas and bodies to get list of collided bodies and contained bodies. -Sped up screen/viewport capture code. -Added code to save an image as PNG -Small fix so scripts register their singletons after modules did. | |||
2014-11-12 | 3D Import Import & UDP | Juan Linietsky | |
-=-=-=-=-=-=-=-=-=-=- -Animation Import filter support -Animation Clip import support -Animation Optimizer Fixes, Improvements and Visibile Options -Extremely Experimental UDP support. | |||
2014-11-09 | Fix compilation error on 32-bit linux | Gerold31 | |
2014-11-05 | SceneMainLoop -> SceneTree | Juan Linietsky | |
-=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around | |||
2014-11-02 | Merge branch 'master' of https://github.com/okamstudio/godot | Juan Linietsky | |
2014-11-02 | Bug Fixes | Juan Linietsky | |
-=-=-=-=- -Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia -Added support for multiline strings (or comments) using """ -Save subscene bug, properties not being saved in root node (#806) -Fix Crash in CollisionPolygon2DEditor (#814) -Restored Ability to compile without 3D (#795) -Fix InterpolatedCamera (#803) -Fix UV Import for OBJ Meshes (#771) -Fixed issue with modifier gizmos (#794) -Fixed CapsuleShape gizmo handle (#50) -Fixed Import Button (not properly working in 3D) (#733) -Many misc fixes (though no new features) | |||
2014-11-02 | Merge pull request #764 from marynate/PR-fix-android-build | Juan Linietsky | |
Fix android build on windows | |||
2014-11-02 | Merge pull request #839 from grabiller/radfac#005 | Juan Linietsky | |
Implement Windows fullscreen mode without video mode change. | |||
2014-11-02 | Merge pull request #853 from adolson/tsa-option-for-android | Juan Linietsky | |
add timestamping authority server option for Android | |||
2014-11-02 | Merge pull request #855 from adolson/android-release-keystore-fix | Juan Linietsky | |
fixes for release apk export | |||
2014-11-01 | fixes for release apk export | Dana Olson | |
2014-11-01 | add timestamping authority server option for Android | Dana Olson | |
2014-10-28 | - On Windows, Godot now goes fullscreen without video mode change. | Guy Rabiller | |
2014-10-27 | -Much improvement to baked light baker | Juan Linietsky | |
-Fixed many bugs in stretch mode -Fixes to camera project and unproject as consequence of the above -added setget to script (documented in script doc) -more fixes to collada exporter for blender |