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* removed DISCARD built in variable, replaced by actual discard GLSL ↵Juan Linietsky2017-08-291-2/+3
| | | | instruction, fixes #9677
* Merge pull request #10531 from RandomShaper/remove-old-android-settingRémi Verschelde2017-08-292-3/+7
|\ | | | | Sanitize Android debug
| * Fix Android remote debug not hitting breakpointsPedro J. Estébanez2017-08-222-3/+7
| | | | | | | | A change in `Main`'s API is needed. Please read the comment in the diff for an explanation.
* | Make build scripts Python3 compatibleMatthias Hoelzl2017-08-271-5/+6
| | | | | | | | | | | | | | | | - The Windows, UWP, Android (on Windows) and Linux builds are tested with Scons 3.0 alpha using Python 3. - OSX and iOS should hopefully work but are not tested since I don't have a Mac. - Builds using SCons 2.5 and Python 2 should not be impacted.
* | Fix mixed tab/whitespace in build filesMatthias Hoelzl2017-08-271-2/+2
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* | Dead code tells no talesRémi Verschelde2017-08-2712-819/+6
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* | Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-2732-32/+32
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* | Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-242-8/+6
| | | | | | | | | | | | | | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* | Removed unnecessary returns and break statementsWilson E. Alvarez2017-08-221-2/+0
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* | Merge pull request #10340 from Rubonnek/remove-unnecessary-assignmentsRémi Verschelde2017-08-222-4/+4
|\ \ | | | | | | Removed unnecessary assignments
| * | Removed unnecessary assignmentsWilson E. Alvarez2017-08-212-4/+4
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* | Merge pull request #10351 from neikeq/enums-are-for-the-weakJuan Linietsky2017-08-211-29/+29
|\ \ | |/ |/| ClassDB: Provide the enum name of integer constants
| * ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-29/+29
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* | Fixes for new two-dash long command line argumentsRémi Verschelde2017-08-211-153/+111
| | | | | | | | | | | | | | | | | | - Fixes some single-dash leftovers that were missed in the previous commit - Reorder the help output for clarity, and document missing options - Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit - Improve error message on malformed arguments and do not display help on error - Always use long form of arguments when starting a new Godot process from C++, for clarity and easy grepping - Cleanup obsolete code here and there
* | Tweak command-line arguments to make them more UNIX-likeHugo Locurcio2017-08-211-89/+89
| | | | | | | | Also improves the command-line help text readability.
* | simplify the way window is allowed to steal focus, no longer relying on ↵Juan Linietsky2017-08-201-3/+8
| | | | | | | | project.godot. Closes #9459
* | Merge pull request #10319 from neikeq/pr-engine-editor-hintJuan Linietsky2017-08-201-0/+1
|\ \ | |/ |/| Adds Engine::is_editor_hint() method
| * Adds editor_hint to Engine classIgnacio Etcheverry2017-08-191-0/+1
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* | Revert "Second take at making command-line arguments more UNIX-like + ↵Juan Linietsky2017-08-191-149/+191
| | | | | | | | main.cpp and help cleanup"
* | Fixes for new two-dash long command line argumentsRémi Verschelde2017-08-191-151/+109
| | | | | | | | | | | | | | | | - Fixes some single-dash leftovers that were missed in the previous commit - Reorder the help output for clarity, and document missing options - Drop obsolete options: --noop, --pack, --editor-scene, --level, --import, --import-script, --no-quit - Improve error message on malformed arguments and do not display help on error - Cleanup obsolete code here and there
* | Tweak command-line arguments to make them more UNIX-likeHugo Locurcio2017-08-191-89/+89
| | | | | | | | Also improves the command-line help text readability.
* | Fixed OUYA Game Controller for 3.0Corruptinator2017-08-161-1/+1
| | | | | | | | | | Input_default.cpp has been updated for the OUYA Game Controller to work with fixed and functional mapping for Godot 3.0
* | Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-162-7/+7
| | | | | | | | Fixes #10244.
* | Merge pull request #9889 from groud/control_enhancementskubecz3k2017-08-151-3/+1
|\ \ | | | | | | Control node enhancements
| * | Replace GUI anchor type by a float between 0 and 1Gilles Roudiere2017-08-131-3/+1
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* | | Enable command-line exportRuslan Mustakov2017-08-141-6/+6
|/ / | | | | | | | | The syntax is identical to what it was in 2.1, but now you specify preset name instead of platform name.
* | Merge pull request #10257 from Faless/html5_fixesRémi Verschelde2017-08-131-0/+1
|\ \ | | | | | | Fix for WebGL2 and HTML5 export
| * | Fix icon loading error a bootFabio Alessandrelli2017-08-111-0/+1
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* | InputDefault: Fix joypad actions when axis quickly changes direction.Andreas Haas2017-08-121-2/+8
| | | | | | | | The fix (inserting a fake event so actions get released properly) was already there but disregarded the case when the hardware sends values in the [0;1] range.
* | Add expand stretch/ascpect - no more black barsYakov Borevich2017-08-091-1/+3
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* Restored black bars and custom images instead of black bars, closes #1571Juan Linietsky2017-08-071-3/+8
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-1/+1
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* Revert "Tweak command-line arguments to make them more UNIX-like"Juan Linietsky2017-08-021-89/+89
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* Merge pull request #10014 from Calinou/tweak-command-line-argumentsRémi Verschelde2017-08-021-89/+89
|\ | | | | Tweak command-line arguments to make them more UNIX-like
| * Tweak command-line arguments to make them more UNIX-likeHugo Locurcio2017-08-021-89/+89
| | | | | | | | Also improves the command-line help text readability.
* | Fix AudioServer::finish not getting called while quittingMarcelo Fernandez2017-08-011-0/+1
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* | Make memory monitors query the right countersPedro J. Estébanez2017-08-011-2/+2
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* Script languges are uninitialized properly now.Juan Linietsky2017-07-221-3/+5
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* Several changes to better run in mobile.Juan Linietsky2017-07-221-1/+4
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-192-31/+36
| | | | -Added system for feature overrides, it's pretty cool :)
* Fix errors with global config names no more sorrys pleasegeequlim2017-07-191-1/+1
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* -Reorganized all properties of project settings (Sorry, Again).Juan Linietsky2017-07-171-83/+73
| | | | | (Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
* Lots of work on Audio & Physics engine:Juan Linietsky2017-07-151-0/+4
| | | | | | | | -Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
* OUYA Controller for Version 3.0 input_default.cppCorruptinator2017-07-111-0/+1
| | | | | | | OUYA Game Controller for the Godot Game Engine version 3.0, allows the controller to be implemented in the if (ANDROID) part within input_default.cpp, hopefully fixing the problem that originated from #9390 on version 2.1.4 BETA as well.
* Reworked translation systemJuan Linietsky2017-06-281-0/+1
| | | | | -Label and Button reload translation on the fly -Resources are loaded and reload depending on locale
* -Fixed SCREEN_TEXTURE and other related 2D shader parameters.Juan Linietsky2017-06-263-3/+3
| | | | -Fixded BackBuffercopy object
* BuildSystem: generated files have .gen.extensionPoommetee Ketson2017-06-252-6/+6
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* Fix possible crash in joy_axis (fixes #4944).Marcelo Fernandez2017-06-221-0/+2
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* Godot 3.0 primitives as resources for use with MeshInstanceBastiaanOlij2017-06-161-6/+1
| | | | | | | | | | | | | Adds the following resources: - CapsuleMesh: a capsule object - CubeMesh: a cube that can be subdivided - CylinderMesh: a cylinder - PlaneMesh: a horizontal plane that can be subdivided - PrismMesh: a prism shape - SphereMesh: a sphere - QuadMesh: reintroduction of the original quadmesh Removes the old Quad and TestCube nodes
* Fix `network/debug/remote_port` editor setting not working properlyFabio Alessandrelli2017-06-101-2/+1
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