Age | Commit message (Collapse) | Author |
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renamed to PoolVector
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Also make Haiku load the glad header for GLES3 too,
though I haven't test it.
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aligned to 16
-Changed Vector<> template to fit this.
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categories.
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
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renderer for Mac OS X. Still broken at this point.
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Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
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Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
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Fixes and improvementes for IPv6 implementation.
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That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
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are no longer valid :(
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IP_Address changes:
- Converts to and from String transparently while handling IPv4 as IPv6
mapped (::ffff:[IP]) address internally.
- Completely remove AddrType enum.
- Setting/Getting of ip array is now only possible through dedicated functions
(ie. set_ipv4, get_ipv4, set_ipv6, get_ipv6)
- Add function to know if the address is a valid IPv4 (for IP implementation and enet)
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PacketPeerUDP/StreamPeerTCP/TCP_Server now uses an instance variable
to store the selected ip_type (IPv4/IPv6/ANY, where ANY = dual stack).
All calls to resolve addresses, sending/receving data, connecting/listening
will use that socket type.
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Fix browser lockups in web export startup
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Work on asm.js and WebAssembly platforms
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This helps prevent browser lockups during start-up at the cost of having
to distribute an extra file.
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- Add 'window' (canvas) resize, maximize and fullscreen
- Implement get_screen_size
- Fix fullscreen resolution
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- Emit mouse wheel release events
- Set button masks, fixes #5092
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- Implement alert, shell_open, set_window_title
- Add locale lookup, fixes #2477
- Print without color control sequences
- Move get_executable_path implementation to OS_JavaScript
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Add alert window on Android
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Reworked patch from @jay3d (#7116).
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This reverts commit 8d3efe2b7de494c0971d4b7f7af6ed0dc2f4613c.
It introduced crashes for some users when trying to capture
the XConfigureNotify event.
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X11: Fix maximized boot splash
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This was the behaviour when building Godot 2.1, which allows to build against
Ubuntu 12.04 and its freetype that links old libpng12, while still bundling
libpng16.
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This reverts commits 5fa1bb331ad9be31dbfc752c7d19ccf7caeb8fa
and ec4be71fade1ee5c6171e323d09197f3bf528499.
Looks like Debian/Ubuntu are not even shipping libpng16 nowadays in their
stable releases, we'll have to go back to statically linking our own
libpng16 to wait for them to stop being 5 years behind everybody.
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This bit us for 2.1.1 binaries built on Ubuntu 12.04 LTS where
libpng.pc apparently prioritizes libpng12.
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When instructing the window manager to (un)maximize a window, the resulting resolution
is recieved via an XEvent of type "ConfigureNotify".
The problem here was that these events were only handled in the `OS_X11::process_xevents()` method,
which is initially called on the first iteration of the main loop.
Because of this, the VideoMode still hadn't been updated yet when doing the boot splash setup.
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Update/fix Android build
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Some WebAssembly stuff
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Fix wrong path for 32-bit Windows, which fixes #7084
Exclude 32-bit Windows from multi-threaded linking because it's not supported by the NDK
Remove 32-bit Linux as there is no NDK variant for it
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This option is the default since Binaryen version 21.
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This allows setting TOTAL_MEMORY during runtime at the cost of reserving
a bit more memory.
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Make Android export quicker (especially on Windows)
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