Age | Commit message (Collapse) | Author |
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i.e. do not enable it for x86.
Fixes #2962.
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Conflicts:
main/main.cpp
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-fixed theora so it can compile theoralib but not theora
-fixed generation of windows icon in .rc, which didn't previously work in 32 bits
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UDP fixes
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libao audio driver
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recvfrom-call in PacketPeerUDPWinsockPposix.
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the error message above. Also removed the dot after the file location.
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otherwise text background will be black, which looks strange if the terminal color is not black.
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not support them.
See: http://stackoverflow.com/questions/16755142/how-to-make-win32-console-recognize-ansi-vt100-escape-sequences
See: http://stackoverflow.com/questions/22777142/is-there-a-way-to-make-windows-output-ansi-escape-sequences?lq=1
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Add icon to exe file in windows export
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Visual studio 2015 compilation
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Cosmetic fixes to SCons buildsystem
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Fixed Audio System Crash
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Android add FA(persian) locale strings
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improve android payments
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Display error type (error, warning, script error) in OS::print_error + cleanup error ANSI coloring
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Skip META-INF from Android Template
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compatible with older SDKs when fixing template compilation issues.
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This is achieved using the "no specific formatting" \E[0m tag.
Fixes #2566.
Also remove the hardcoded black background colour and use default bolded terminal font for error message.
Error logs should now look good both on terminals with a dark and light background colour.
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Previously all types of errors would be shown as ERROR, thus making for example warnings (WARN_PRINT) somewhat aggressive.
ERROR is displayed in red, WARNING in yellow and SCRIPT ERROR in magenta (though the latter does not seem used so far).
Fixes #1127.
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will no longer close the socket.
* Ensured that unsigned<->signed conversion would not cause wrong buffer size values sent to recvfrom.
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rb.data_left instead of rb.space_left.
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add version_info and icon sections in "export to windows platform".
add version_info and icon to godot exe file (editor & template exe).
fix an problem in image class.
change all default icons to android export icon (a little more rounded).
create an python script for convert file to cpp byte array for use in
'splash.h'.
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server to prevent crash when exiting.
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- Removed trailing spaces
- Made sure all indentation is done using tabs (fixes #39)
- Potentially fixed an identation issue for openssl check
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Reference: http://stackoverflow.com/questions/284778/what-are-the-implications-of-using-zi-vs-z7-for-visual-studio-c-projects
fatal error C1041: cannot open program database 'C:\godot\vc140.pdb'; if multiple CL.EXE write to the same .PDB file, please use /FS
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GodotPaymentV3 currently consumes purchased item right after purchasing.
But, some in-app item should not consume like "remove ads permanently"
So, I added "setAutoConsume(boolean)", "requestPurchased()",
"consume(sku_string)".
AutoConsume is true by default as before.
usage:
func _ready():
var payment = Globals.get_singleton("GodotPayments")
payment.setPurchaseCallbackId(get_instance_ID())
payment.setAutoConsume(false) # default : true
payment.requestPurchased() # callback : has_purchased
payment.purchase("item_name") # callback : purchase_success,
purchase_fail, purchase_cancel, purchase_owned
payment.consume("item_name") # callback : consume_success
func purchase_success(receipt, signature, sku):
print("purchase_success : ", sku)
func purchase_fail():
print("purchase_fail")
func purchase_cancel():
print("purchase_cancel")
func purchase_owned(sku):
print("purchase_owned : ", sku)
func consume_success(receipt, signature, sku):
print("consume_success : ", sku)
func has_purchased(receipt, signature, sku):
if sku == "":
print("has_purchased : nothing")
else:
print("has_purchased : ", sku)
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to change it
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Fix android payments
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Haiku: platform support
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ran cppcheck, found unused variables
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Fix android build script
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Fix X11 Editor Boot Splash (Maximized Boot Splash)
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