Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-01-11 | Added a BACK notification besides QUIT, so they go in separate channels. | Juan Linietsky | |
2017-01-11 | Type renames: | Juan Linietsky | |
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray | |||
2017-01-10 | Merge pull request #7493 from neikeq/pr-mingw-bits | Rémi Verschelde | |
Detect bits when building with MinGW | |||
2017-01-10 | Detect bits when building with MinGW | Ignacio Etcheverry | |
2017-01-09 | OSX: Revert back to kHIDUsage_GD_Joystick | Rémi Verschelde | |
Bug introduced in 547a57777b199f451305a6d4b6ad63fb0b2bd3ed. | |||
2017-01-08 | More fixes to Joypad renaming. | Andreas Haas | |
Windows did not compile anymore because DI8DEVTYPE_JOYPAD obviously isn't defined in the directx headers ^^ I also did the same renaming as in #7473 for the windows platform and reverted the changes in the gamepad mappings. | |||
2017-01-08 | Rename "joypad_linux" class to "JoypadLinux" | Andreas Haas | |
Named this class in GodotCase, so it fits with the rest of the codebase. | |||
2017-01-08 | Finish replacement of joystick by joypad | Rémi Verschelde | |
Some parts were forgotten in 547a577. | |||
2017-01-08 | renamed joystick to joypad everywhere around source code! | Juan Linietsky | |
2017-01-08 | Windows: Define _WIN32_WINRT to 0x0600 (Vista) | Rémi Verschelde | |
Passed as a compiler define to be sure it is always define before windows.h is loaded. This means that Godot officially requires Vista API or later, it will not work on Windows XP or earlier. Also fix a bogus check for Windows 7 API. | |||
2017-01-08 | x11: Improve logic for cross-dependencies between freetype, zlib and libpng | Rémi Verschelde | |
Fixes #7373. | |||
2017-01-08 | Added missing readers writers lock to windows, should compile and run again.. | Juan Linietsky | |
2017-01-08 | fixes compilation in windows? | Juan Linietsky | |
2017-01-07 | Memory pool vectors (DVector) have been enormously simplified in code, and ↵ | Juan Linietsky | |
renamed to PoolVector | |||
2017-01-06 | Remove bundled glew, obsoleted by glad | Rémi Verschelde | |
Also make Haiku load the glad header for GLES3 too, though I haven't test it. | |||
2017-01-06 | Move glad files to thirdparty dir | Rémi Verschelde | |
2017-01-06 | -Changed memory functions, Memory::alloc_static*, simplified them, made them ↵ | Juan Linietsky | |
aligned to 16 -Changed Vector<> template to fit this. | |||
2017-01-05 | Editor settings categories are now tidy and beautiful! | Juan Linietsky | |
2017-01-05 | Merge branch 'master' of https://github.com/godotengine/godot | Juan Linietsky | |
2017-01-05 | -Changed most project settings in the engine, so they have major and minor ↵ | Juan Linietsky | |
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 | |||
2017-01-05 | Enabled code that requests an OpenGL 3 context. | BastiaanOlij | |
2017-01-04 | First set of changes to fix compilation errors and initialise the gles3 ↵ | BastiaanOlij | |
renderer for Mac OS X. Still broken at this point. | |||
2017-01-02 | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵ | Juan Linietsky | |
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() | |||
2017-01-02 | Merge remote-tracking branch 'origin/gles3' into gles3-on-master | Rémi Verschelde | |
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :) | |||
2017-01-02 | Merge pull request #7271 from Faless/ipv6_cleanup | Rémi Verschelde | |
Fixes and improvementes for IPv6 implementation. | |||
2017-01-01 | Welcome in 2017, dear changelog reader! | Rémi Verschelde | |
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! | |||
2016-12-25 | now it really works on window for real | reduz | |
2016-12-24 | fixed a horrible bug on Windows AMD, scenes saved until now in this branch | reduz | |
are no longer valid :( | |||
2016-12-21 | Some BRDF fixes | Juan Linietsky | |
2016-12-21 | Godot works on Windows again.. | reduz | |
2016-12-12 | fix for crash when no ALSA or Pulse installed on linux | Gustav Lund | |
2016-12-09 | IP_Address now handle IPv4 and IPv6 transparently | Fabio Alessandrelli | |
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) | |||
2016-12-09 | Migrate int.IP_TYPE_ constants to IP.TYPE_ | Fabio Alessandrelli | |
2016-12-09 | Move V6ONLY flag selection inside helpers | Fabio Alessandrelli | |
2016-12-09 | Automatically map IPv4 address to IPv6 when needed | Fabio Alessandrelli | |
2016-12-09 | Use an instance variable for ip_type in raw sockets | Fabio Alessandrelli | |
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. | |||
2016-12-09 | Properly handle tcp connection failure | Fabio Alessandrelli | |
2016-12-02 | Merge pull request #7219 from eska014/separate-asmjs | Rémi Verschelde | |
Fix browser lockups in web export startup | |||
2016-12-02 | Merge pull request #7217 from eska014/js-os | Rémi Verschelde | |
Work on asm.js and WebAssembly platforms | |||
2016-11-30 | Emit asm.js code into a dedicated file for asm.js export | eska | |
This helps prevent browser lockups during start-up at the cost of having to distribute an extra file. | |||
2016-11-30 | Add window features in web export | eska | |
- Add 'window' (canvas) resize, maximize and fullscreen - Implement get_screen_size - Fix fullscreen resolution | |||
2016-11-30 | Fix some mouse bugs in WebAssembly/asm.js | eska | |
- Emit mouse wheel release events - Set button masks, fixes #5092 | |||
2016-11-30 | OS additions and fixes for WebAssembly/asm.js | eska | |
- 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 | |||
2016-11-28 | Merge pull request #7201 from volzhs/android-alert | Rémi Verschelde | |
Add alert window on Android | |||
2016-11-28 | Fix console output for MinGW compilers | Rémi Verschelde | |
Reworked patch from @jay3d (#7116). | |||
2016-11-28 | Add alert window on Android | volzhs | |
2016-11-25 | Set minimum version to 10.9 building OSX | BastiaanOlij | |
2016-11-23 | Revert "X11: Fix maximized boot splash" | Rémi Verschelde | |
This reverts commit 8d3efe2b7de494c0971d4b7f7af6ed0dc2f4613c. It introduced crashes for some users when trying to capture the XConfigureNotify event. | |||
2016-11-22 | Migrated from GLES to GLAD, fixes many issues. | Juan Linietsky | |
2016-11-21 | Merge pull request #7125 from Hinsbart/x11_maximize | Rémi Verschelde | |
X11: Fix maximized boot splash |