Age | Commit message (Collapse) | Author |
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Remove GLUT usage in HTML5 platform
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HTML5: Implement mouse lock/capture and hiding
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MOUSE_MODE_CONFINED cannot be implemented.
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Fix compilation for UWP
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Moving more thirdparty stuff (minizip, some single-file external libs) to the thirdparty directory
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Regression from 86f5ac3
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HTML5: Add (multi-)touch events, fix inverted scrolling
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Fixes inverted scrolling on Chromium
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"ALL IS GOOD" was a lie.
In particular, removes verbose "path not recognized" false positive.
The actual logic is to (somewhat naively) check all ResourceFormatLoaders
and to pick the first good match, so no need to warn about the formats
that do not match the type hint.
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It seems to give nightmares to Windows users.
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First it crashed in the thread that checks for android devices, then in the audio driver.
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Android: avoiding duplicates in build.gradle
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Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
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-Disabled warnings on windows, need to properly set up warnings
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Fix crash on Android-x86
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DLScript module
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This module was written by bojidar-bg and me, with the help of ClikCode and touilleMan.
This adds a module to Godot that enables the use of dynamic libraries as a source for scripts.
That also allows third party libraries to be linked to Godot more easily and without creating modules.
For a readme see https://github.com/GodotNativeTools/godot_headers/blob/master/README.md
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sergey-push/8145-Mouse_Position_is_unknown_until_first_mouse_event
8145 - Mouse Position is unknown until first mouse event on X11
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WebGL 2 export per WebAssembly or asm.js
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- X11 update input->pos on EnterNotify
- X11 & Win call first-time events processing before main initialization
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Input: Remove usage of platform dependent event IDs.
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Update build.gradle.template for jcenter
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All the warnings are factored out of the platform-specific files and moved to
SConstruct. Will have to check that it does not introduce regressions on some
platforms/compilers.
(cherry picked from commit 31107daa1a41fe9ab3c7c1868479e78e16848333)
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The ID property for InputEvents is set by `SceneTree` when sending the event down the tree.
So there's no need for the platform specific code to set this value when it will later be overriden anyway...
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Updating project repository,
added jcenter() since Android Studio uses it by default.
https://www.jfrog.com/knowledge-base/why-should-i-use-jcenter-over-maven-central/
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(cherry picked from commit 4b7d1d8c15747a552b7dff52b0eeda4d3e7cec4e)
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Input: Refactor JOY_* constants.
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Fix wrong app name for Android export
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Update ENet to use Godot sockets.
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Credits to jo_ for the joke and hcorion for finding the typo:
<hcorion> Hi all, I was busy translating godot to Pirate, and I noticed a
spelling error, on line 1035 in platform/uwp/export/export.cpp it mis-spells
certificate as certficate missing the extra i
<jo_> hcorion: Nice catch.
<jo_> If you make a PR, please call it 'i-patch for Pirate."
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From https://github.com/lucasdemarchi/codespell
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**Breaking change**
Removed the `JOY_SNES_*` and `JOY_SEGA_*` constants. Imho there's no reason for a modern game engine to provide button aliases for decades-old hardware.
Also renamed `JOY_ANALOG_{0,1}_{X,Y}` to `JOY_ANALOG_{L,R}{X,Y}` and removed `JOY_ANALOG_2_*`.
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- Add blocking mode option to PacketPeerUDP.
- put_packet returns ERR_UNAVAILABLE when operation would block.
- ENet module uses non-blocking UDP.
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