Age | Commit message (Collapse) | Author |
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-works on windows
-may not work on X11, if so please fix
-OSX does not seem to support disabling vsync
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-editor settings now save to .tres instead of .xml
-buttons can now hold a shortcut
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change invalid characters when get user data dir on Windows & Unix
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Fixed get_window_position that missed a return on OSX.
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Can't create user data folder when project name has ``\ / : * ? " < > |`` characters on OS_Windows & OS_Unix.
So, change it to ``-`` to be able to make folder.
fixes #4928 and it's altanative to #4986.
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They were wrongly placed, creating a file named "-fpic" instead of
applying "-fpic" to the build. This file was in .gitignore, which made it
less noticiable.
This also adds build.gradle to .gitignore.
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fixes #4973
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-Implemented HiDPI detection and support for Godot Editor!
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Windows only for now.
Many builds may break (older visual studio, mingw32)
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x11: Add support for filesystem drag & drop using xdnd
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Add magnetometer sensor support for Android
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Added application/fat_bits property for EditorExportPlatformOSX::Edit…
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Now dropping also works with Nemo and PCManFM(gtk)
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-DynamicFont uses Freetype by default
-Editor fonts are now scalable thanks to this
-Cleaned up documentation browser and added fonts for this
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-Rearrange favorites in fs dock with drag and drop
-Removed import -> sub-scene, moved to scenetree contextual menu
-Removed import -> re-import , moved and integrated to FS dock
-Added ability in FS dock to re-import more than one resource
simultaneously
-Added ability to drag from native filesystem explorer to Godot, only
works on Windows though
-Removed scene reimport merge options, never worked well. Eventually
merging materials should be re-added
-Added ability to set custom root node type when importing scenes
-Re-Import is now automatic, can be configured back to manual in editor
settings
-Added resource previews in property list for many resource types
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EditorExportPlatformOSX::EditorExportPlatformOSX
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error occurred when register additional directory for android module on windows.
### config.py ###
```
def can_build(plat):
return plat=="android"
def configure(env):
if (env['platform'] == 'android'):
env.android_add_res_dir("android/res")
```
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binary that contains both 32 bits and 64 bits binaries
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It was a duplicate of NDK_TARGET, and not used for anything.
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At the moment is however restored when going out and then in again.
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The change in `tools/doc/doc_data.cpp` is needed because the MSVC
compiler does not support variable length arrays.
Fix #4113
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Should fix #4428.
* Minimize button is not hidden anymore
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Fixes 64 bit MSVC builds, disables bits parameter
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Fixes #1452.
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Based on code by @ratsdiov.
Closes #1733
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It's no longer maintained and Chrome-specific, so it's not a viable solution
to deploy Godot games in browsers. The current prefered alternative is asm.js
(platform/javascript), and we're looking forward to WebAssembly.
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It was apparently never fully functional and has not been maintained.
Flash itself is nowadays clearly a deprecated technology, so there will
not be further work on it. platform/javascript and the upcoming
WebAssembly technologies should have a brighter future.
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Fix key events in web export
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Fallback to KeyboardEvent property `charCode` is absence of both `key`
and `char` for retrieval of unicode value.
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Scancodes work, but unicode values are now completely broken in some
browser/OS combinations.
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- remove unused resources in platform/android/java/res/values/strings.xml
- add korean language resource for apk expansion download screen
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