Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-04-04 | Merge pull request #17792 from eska014/enginejs-preloadpaths | Rémi Verschelde | |
Handle directories in engine.js preloadFile() | |||
2018-04-04 | Merge pull request #17801 from endragor/android-input-checks | Rémi Verschelde | |
Add safety checks when handling Android input | |||
2018-04-03 | Merge pull request #17880 from litdeviant/master | Rémi Verschelde | |
Fix UpdatePowerInfo method implementation in PowerIphone class | |||
2018-04-03 | Merge pull request #17836 from eska014/detect-emconfig | Rémi Verschelde | |
Detect and configure JavaScript build per Emscripten configuration file | |||
2018-04-02 | Merge pull request #17844 from Faless/uwp_fix | Rémi Verschelde | |
Fix UWP build after #17194 | |||
2018-03-31 | Fix UpdatePowerInfo method implementation in PowerIphone class | Igors Vaitkus | |
2018-03-30 | Fix bug in HTML5 HTTPClient. | Fabio Alessandrelli | |
The URL parameter already has a slash, adding an extra one results in an invalid resource path | |||
2018-03-29 | Fix UWP build after #17194 | Fabio Alessandrelli | |
`uwp/detect.py` was not setting the `env.msvc` variable to true causing scons to pass wrong arguments to `msvc` (using `clang/gcc` options) which in turn break the build due to `-Werror=return-type` not being recognized by ms compiler. | |||
2018-03-29 | Detect and configure JavaScript build per Emscripten configuration file | Leon Krause | |
2018-03-28 | Fix IPhone and OSX cross compilation | Fabio Alessandrelli | |
2018-03-27 | Add safety checks when handling Android input | Ruslan Mustakov | |
It is possible that input comes before the engine is fully initialized. This fixes the crashes that ocurred when that happens. | |||
2018-03-27 | Fix engine.js startGame() when loading from directory | Leon Krause | |
2018-03-27 | Allow custom path when using engine.js preloadFile() with URL | Leon Krause | |
2018-03-27 | Fix engine.js preloadFile() with directories | Leon Krause | |
2018-03-27 | Expose Emscripten libs to engine.js discreetly | Leon Krause | |
2018-03-26 | Merge pull request #17760 from eska014/html5-refactor | Rémi Verschelde | |
Refactor HTML5 platform build script | |||
2018-03-26 | Refactor JavaScript platform build script | Leon Krause | |
2018-03-23 | Revert "Implement OS_OSX::execute" | bruvzg | |
This reverts commit e42576548f2c0ae2c6cb24ce2b0437ffb8978d65. | |||
2018-03-22 | Fix dragging window from non-retina to retina display. | bruvzg | |
2018-03-22 | Fix several in-class initialization clang warning | Marcelo Fernandez | |
2018-03-21 | Merge pull request #17653 from eska014/rwlock-dummy | Rémi Verschelde | |
Add RWLockDummy for NO_THREADS builds | |||
2018-03-21 | Prevent android to split-screen | Xavier Sellier | |
2018-03-20 | Merge pull request #17645 from volzhs/android-device-info | Rémi Verschelde | |
Fix getting Android device information | |||
2018-03-20 | Fix getting Android device information | volzhs | |
Fix #17644 | |||
2018-03-20 | Add RWLockDummy for NO_THREADS builds | Leon Krause | |
2018-03-19 | Implement OS_OSX::execute | bruvzg | |
2018-03-18 | Disable Emscripten assertions in release_debug builds | Leon Krause | |
The messages generated by some assertions can be confusing to users. | |||
2018-03-16 | Fix typo in engine.js | Leon Krause | |
2018-03-15 | Fix MinGW cross-build | bruvzg | |
2018-03-15 | Added missing import BoolVariable | Bastiaan Olij | |
Didn't like the missing BoolVariable :) | |||
2018-03-15 | Check only for WebGL 1.0, move test to HTML file | Leon Krause | |
Whether to use WebGL 1.0 or 2.0 can only be determined at runtime after reading project settings, so check for the lower version. The test is now in the HTML file, so if desired WebGL 2.0 can be checked early by changing the behaviour there. | |||
2018-03-13 | Enable SCons to autodetect Windows MSVC compiler | Gary Oberbrunner | |
SCons has good compiler detection logic for MSVC compilers. Up to now, Godot hasn't used it; it depends on passed-in OS environment vars from a specific Visual Studio cmd.exe windows. This makes it harder to build from a msys or cygwin shell. This change allows SCons to autodetect Visual Studio unless it sees VCINSTALLDIR in the os.environ. It also adds a 'msvc_version' arg for manual specification of compiler version, and uses the existing 'bits' arg to specify the target architecture. More detail could be added as desired. It also adds 'use_mingw' to always use mingw, even if Visual Studio is installed. That uses the existing mingw setup logic. If people are used to building Godot in a Visual Studio cmd window, this should not change the behavior in that case, since VCINSTALLDIR will be set in those windows. (However, note that you could now unset that var and build with any other MSVC version or target arch, even in that window.) I refactored much of platform/windows/detect.py during this, to simplify and clarify the logic. I also cleaned up a bunch of env var settings in windows/detect.py and SConstruct to use modern SCons idioms and simplify things. I suspect this will also enable using the Intel compiler on Windows, though that hasn't been tested. | |||
2018-03-13 | Merge pull request #17311 from marcelofg55/export_err_checks | Rémi Verschelde | |
Improved error checking at EditorExportPlatformPC::export_project | |||
2018-03-13 | Merge pull request #17440 from viktor-ferenczi/issue-5042 | Rémi Verschelde | |
Properly closing all files in Python build code | |||
2018-03-13 | fix iOS build - error due to GLES2 missing include (with the advice from ↵ | Yannick Le Duc | |
bruvzg[m] on irc) | |||
2018-03-11 | Properly closing all files in Python code | Viktor Ferenczi | |
2018-03-07 | Reinstate WebGL 1.0 driver in HTML5 platform | Leon Krause | |
2018-03-06 | Improved error checking at EditorExportPlatformPC::export_project | Marcelo Fernandez | |
2018-03-06 | Explicitly set OpenGL profile to core (X11, Windows). | bruvzg | |
Enable GLES2 on Windows. | |||
2018-03-04 | Clean and expose get_audio/video_driver_* funcs on OS class | Marcelo Fernandez | |
2018-03-04 | SCons: Fix linking system pcre2 on server platform | Rémi Verschelde | |
Fixes #17245. | |||
2018-03-03 | Modify OSX can_export logic to match the logic from ↵ | Marcelo Fernandez | |
EditorExportPlatformPC::can_export | |||
2018-03-03 | Hack to force macOS window activation for non-bundled app. | bruvzg | |
2018-03-02 | Merge pull request #17158 from bruvzg/gles2_driver_select | Rémi Verschelde | |
[GLES2] Renderer selection improvement | |||
2018-03-02 | GLES2 renderer support on macOS. | bruvzg | |
2018-03-02 | Fix `--help` output, allow renderer override from command line ↵ | bruvzg | |
(`--video-driver`). | |||
2018-03-01 | Merge pull request #17133 from bruvzg/macos_fix_webm_optim | Rémi Verschelde | |
[Build] Fix WebM (libvpx) SIMD optimizations on macOS. | |||
2018-03-01 | add GLES 2 renderer for 2D | karroffel | |
This commit adds a new rendering backend, GLES2, and adds a project setting to enable it. Currently this backend can only be used on the X11 platform, but integrating into other platforms is planned. | |||
2018-03-01 | Merge pull request #17058 from marcelofg55/minmax_windows | Rémi Verschelde | |
Fixed Windows ignoring minimized/maximized status set by user | |||
2018-03-01 | Merge pull request #17137 from endragor/fix-audio-init-crash | Rémi Verschelde | |
Fix intermittent audio driver crash during startup on Android |