Age | Commit message (Collapse) | Author | |
---|---|---|---|
2015-04-04 | Merge branch 'master' of github.com:okamstudio/godot | Anton Yabchinskiy | |
2015-04-02 | wrong function, changing.. | Juan Linietsky | |
2015-04-02 | javascript build fix | Juan Linietsky | |
2015-04-02 | Beta1 Attempt #1 | Juan Linietsky | |
-=-==-=-=-=-=-=- -Small fixes in canvas item light shader -Fixed compilation in server target -Export for Android makes 32 bits display as default -changed version to 1.1beta1 | |||
2015-04-02 | Merge branch 'master' of https://github.com/okamstudio/godot | Ariel Manzur | |
2015-04-02 | fullscreen thing | Ariel m | |
2015-04-01 | solved color depth issues on osx | Juan Linietsky | |
2015-03-31 | Option in Android export to use 32 bits buffer. | Juan Linietsky | |
2015-03-31 | read depth fixes | Juan Linietsky | |
2015-03-31 | fixes for light2d in androids that do not support | Juan Linietsky | |
read depth | |||
2015-03-25 | fixes to shader to get most new demos working on mobile | reduz | |
2015-03-23 | fixed build error on OSX from new WM code | steve | |
2015-03-23 | fixed iphone build with new window manamenet changes | steve | |
2015-03-23 | window managements functions work | Juan Linietsky | |
but still side-functions, all API needs to be migrated to them | |||
2015-03-23 | oops, fucntion was there twice | Juan Linietsky | |
2015-03-23 | small android fix | Juan Linietsky | |
2015-03-23 | android fixes, please test | Juan Linietsky | |
(can' t build android atm) | |||
2015-03-23 | New API: build fixes for x11 | rollenrolm | |
2015-03-22 | Merge pull request #1542 from jotson/wmclass | Juan Linietsky | |
Reverted change to classHint | |||
2015-03-22 | fixes to new window management API | Juan Linietsky | |
-needs testing on Linux -needs testing on Windows -NEED SOMEONE TO IMPLEMENT IT ON OSX!! PLEASE HELP! | |||
2015-03-22 | Reverted change to classHint | John Watson | |
Using `char wmclass[] = "Godot"` causes `xprop` to report the following for WM_CLASS: `WM_CLASS(STRING) = "\200\326\322\365\377\177", "\200\326\322\365\377\177"` This makes the Unity window manager fail to connect the running app with the icon on the launcher. | |||
2015-03-22 | Merge pull request #1487 from hurikhan/x11-window-management | Juan Linietsky | |
X11 window management | |||
2015-03-22 | Merge pull request #1432 from ↵ | Juan Linietsky | |
UsernameIsAReservedWord/fixes_platform_windows_detect_py Fixes platform/windows/detect.py | |||
2015-03-21 | New option to show/hide hidden files | rollenrolm | |
2015-03-16 | New option to send canvas to render buffer | Juan Linietsky | |
allows to use 3D environment effects for post processing such as Glow, Bloom, HDR, etc. in 2D. | |||
2015-03-10 | Merge branch 'master' of https://github.com/okamstudio/godot | Anton Yabchinskiy | |
2015-03-08 | fix introduced bug | hurikhan | |
2015-03-08 | Merge remote-tracking branch 'upstream/master' into x11-window-management | hurikhan | |
2015-03-03 | Merge branch 'master' of https://github.com/okamstudio/godot | Juan Linietsky | |
Conflicts: modules/gdscript/gd_tokenizer.cpp scene/resources/shader_graph.h | |||
2015-03-03 | merges from okam repo | Juan Linietsky | |
2015-03-02 | Merge pull request #1437 from Hinsbart/fix_win_joy | Juan Linietsky | |
fix get joystick name from registry on some systems | |||
2015-03-02 | support for 2D shadow casters | Juan Linietsky | |
Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader. | |||
2015-02-25 | fix get joystick name from registry on some systems | Hinsbart | |
2015-02-24 | Update detect.py | UsernameIsAReservedWord | |
2015-02-24 | Update detect.py | UsernameIsAReservedWord | |
2015-02-24 | fixes platform/windows/detect.py | UsernameIsAReservedWord | |
- fixes issue #1298 : under windows, too long `ar` command lines are split into several smaller command lines. - fixes issue #1285 : under linux, cross compiling with Mingw-w64 now generates actual 64bits EXE. - `MINGW32_PREFIX` and `MINGW64_PREFIX` environment variables are also available for Windows. - started to clean-up the remains of previous hacks and workarounds. - added some documentation into the script. | |||
2015-02-20 | Merge branch 'master' of https://github.com/okamstudio/godot | Anton Yabchinskiy | |
2015-02-18 | support for light and normal mapping in 2D | Juan Linietsky | |
2015-02-17 | fix for “no viable conversion from 'NSPoint' (aka '_NSPoint') to ↵ | greay | |
'CGPoint'” build error on OS X | |||
2015-02-17 | Merge branch 'master' of https://github.com/okamstudio/godot | Anton Yabchinskiy | |
2015-02-15 | Renamed EXPERIMENTAL_WM_API to NEW_WM_API | hurikhan | |
2015-02-15 | Merge remote-tracking branch 'upstream/master' into x11-window-management | hurikhan | |
2015-02-15 | begin new serialization framework | Juan Linietsky | |
also got rid of STL dependency on triangulator | |||
2015-02-14 | fixes to mouse warp | Juan Linietsky | |
-can warp now from viewport and control, in their respective coordinate systems -warp is now local to the window on Windows and OSX. IF YOU RUN OSX, PLEASE TEST THIS! And make sure it works!, new code is in OS_OSX::warp_mouse_pos. I don't have OSX so i can't test! | |||
2015-02-12 | Merge remote-tracking branch 'upstream/master' into x11-window-management | hurikhan | |
2015-02-12 | cleanup + MouseGrab | hurikhan | |
2015-02-12 | fix get_joy_name() on windows | Hinsbart | |
2015-02-10 | add support for CADisplayLink | Rhody Lugo | |
2015-02-09 | Merge pull request #1300 from umxprime/fix/ios-init-crash | Juan Linietsky | |
Fix init crash on iPad 1st gen device with iOS 5.1.1 | |||
2015-02-09 | Merge pull request #1299 from umxprime/fix/isim-sdk-path | Juan Linietsky | |
Fix iOS Simulator SDK path for isim platform. |