Age | Commit message (Collapse) | Author |
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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.
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'CGPoint'” build error on OS X
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also got rid of STL dependency on triangulator
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-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!
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Fix init crash on iPad 1st gen device with iOS 5.1.1
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Fix iOS Simulator SDK path for isim platform.
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Modifiers are unset on events for the modifier key itself
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Test if clang is defined in CC/CXX/LD - this allows a specific version of clang to be defined
move appending -DTYPED_METHOD_BIND to keep clang options together
move sanitize option out of use_llvm test, gcc48+ also supports sanitize=address
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Choose tabs or spaces, not both!
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This patch removes modifiers when processing key events for the
particular modifier key. For example, previously a Shift keypress
would register as a Shift + Shift modifier event.
This would cause issues when a modifier key as the action key in
the input map, because unpresses of the modifier key don't match as
matching inputs for that action. E.g. if Shift is used as an action,
the stored action event is Shift + Shift modifier (as indicated
in the editor as "Shift + Shift". The unpress event does not have the
Shift modifier set, so the event of unpressing Shift + no modifier
doesn't match the action which has the modifier set.
This patch removes the shift modifier on just pressing the Shift
key down, so the action event is registered as just Shift with
no modifier (as indicated in the editor as "Shift"), which matches
the unpress event.
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Scons colored
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1: File path in save dialog automatically appended with correct extension if not manually added by the user. 2: Removed .bin as default extension for Linux exports as it causes problems for common file managers.
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fixed later.
-fixed issue of opacity not working
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-=-=-=-=-=-=-=-=-=-
-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!
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-moved commandline fix to mingw-only, should fix #1064
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Fix gridmap link error when disable_3d=Yes
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Conflicts:
modules/gdscript/gd_editor.cpp
Improved code completion for InputEvent (shows members by type)
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-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)
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-=-=-=
-Added missing quaternion constructor
-code completion fixes
-winrt fixes
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-=-=-=-=-=-=-=-=-=-
-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
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-=-=-=-=-=-=-=-=-=-=
-Fixed looping error in AudioStreamResampled
-winrt port progress
-fixes in material in ambient light
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-=-=-=-=-=
-Bug in saving multinline text in xml fixed. #925
-typo in android export fixed. #930
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-Fixes to animationplayer
-fixes to collada importer
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-fixes to DAE exporter
-ios fixes (video)
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-=-=-=-
-Fixed NavMesh API
-New NavMesh demo
-Support for animated Particles2D
-Fixes for native video playback on iOS
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-=-=-=-=-
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.
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