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* Merge pull request #34918 from vnen/gdscript-assign-opRémi Verschelde2020-01-081-0/+24
|\ | | | | GDScript: enable type checks on release mode
| * GDScript: enable type checks on release modeGeorge Marques2020-01-081-0/+24
| | | | | | | | | | Also make builtin GDScript functions report return type as Variant in release so type is converted when needed.
* | Merge pull request #34913 from akien-mga/main-add-export-packRémi Verschelde2020-01-081-13/+16
|\ \ | | | | | | Export: Add dedicated --export-pack option to export data pack
| * | Export: Add dedicated --export-pack option to export data packRémi Verschelde2020-01-081-13/+16
| |/ | | | | | | | | | | | | | | | | | | | | | | The previous behavior relying on the provided extension was problematic on macOS since .zip is the main extension used for the full project export (binary + data pack). We add a dedicated `--export-pack` command line option to define when only the data pack should be exported. Its extension will still be inferred from the path. Fixes #23073.
* / Gamepad: Fix parsing order for SDL2 controller databasesRémi Verschelde2020-01-081-2/+2
|/ | | | | | | | | | | | We were overriding values from `gamecontrollerdb.txt` (current, updated upstream) with `gamecontrollerdb_205.txt` (legacy, SDL 2.0.5) and then `gamecontrollerdb_204.txt` (legacy, SDL 2.0.4). There was a comment to warn about this but it seems it did not prevent using the wrong order for all this time... Now `gamecontrollerdb.txt` mappings will properly override outdated ones present in the `204` and `205` variants.
* Sync controller mappings DB with SDL2 community repoRémi Verschelde2020-01-081-2/+16
| | | | Synced with gabomdq/SDL_GameControllerDB@67b49052b4d51bc4e28187f03588ade67f01d8ec.
* Gamepad: Parse SDL_GAMECONTROLLERCONFIG env after default mappingsRémi Verschelde2020-01-081-7/+9
| | | | Addresses comment https://github.com/godotengine/godot/issues/21918#issuecomment-458764923.
* Export: Improve usability of command line interfaceRémi Verschelde2020-01-071-12/+8
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | I'm barely scratching the surface of the changes needed to make the --export command line interface easy to use, but this should already improve things somewhat. - Streamline `can_export()` templates check in all platforms, checking first for the presence of official templates, then of any defined custom template, and reporting on the absence of any. Shouldn't change the actual return value much which is still true if either release or debug is usable - we might want to change that eventually and better validate against the requested target. - Fix discrepancy between platforms using `custom_package/debug` and `custom_template/debug` (resp. `release`). All now use `custom_template`, which will break compatibility for `export_presets.cfg` with earlier projects (but is easy to fix). - Use `can_export()` when attempting a command line export and report the same errors that would be shown in the editor. - Improve error reporting after a failed export attempt, handling missing template and invalid path more gracefully. - Cleanup of unused stuff in EditorNode around the export workflow. - Improve --export documentation in --help a bit. Fixes #16949 (at least many of the misunderstandings listed there). Fixes #18470.
* Update copyright statements to 2020Rémi Verschelde2020-01-0133-68/+68
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Merge pull request #34589 from Calinou/improve-cli-export-helpRémi Verschelde2019-12-301-2/+2
|\ | | | | Fix and improve command-line exporting help
| * Fix and improve command-line exporting helpHugo Locurcio2019-12-241-2/+2
| | | | | | | | | | | | | | | | It was previously mentioning only one of the two required arguments. This also mentions that the export path is relative to the project directory. This partially addresses #28646.
* | Cleans up headers included in editor_node.hHaoyu Qiu2019-12-241-0/+1
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* Merge pull request #34229 from NoFr1ends/fix-home-indicator-iosRémi Verschelde2019-12-131-0/+2
|\ | | | | Allow to change the home indicator behaviour on iOS
| * Add project setting to hide home indicator on iOSJonas Bernemann2019-12-131-0/+2
| | | | | | | | | | | | | | | | On iOS devices without a physical home button iOS shows a home indicator instead. This is often in the way of the UI or the game. Added a project setting to disable hidden home indicator. The default value is to hide the home indicator
* | Update AUTHORS and DONORS listRémi Verschelde2019-12-131-0/+0
|/ | | | | | | | | New contributors added to AUTHORS: @allkhor, @Eoin-ONeill-Yokai, @timothyqiu, @madmiraal, @zaksnet Update sponsors on splash screen. Thanks to all contributors and donors for making Godot possible!
* Added support for vertical syncing via the Windows OS compositor (DWM.)TerminalJack2019-12-041-0/+21
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* iOS modular build and export implementation.bruvzg2019-12-011-0/+8
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* Flush remaining messages before quitting the game when loading failsPouleyKetchoupp2019-11-291-0/+5
| | | | This change allows error messages to be printed in the editor debugger when the game fails on load, instead of displaying them in the console terminal only.
* Sync controller mappings DB with SDL2 community repoRémi Verschelde2019-11-291-6/+116
| | | | Synced with gabomdq/SDL_GameControllerDB@d329cb6a71dbd6c6621a7841aa8109ba5062b58c.
* godot exit code improvement for --script --check-only, fixes #33895Pawel Lampe2019-11-261-0/+3
| | | | | this commit causes godot executable to return non-zero exit code once invalid script is passed via --script during --check-only
* Remove ERR_EXPLAIN macros and the scaffolding they needed.Marcel Admiraal2019-11-111-1/+0
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* Merge pull request #27742 from rxlecky/camera-replicationRémi Verschelde2019-11-081-1/+7
|\ | | | | Game camera override
| * Implement game camera overrideErik2019-10-231-1/+7
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Implemented uniform API in Viewport class to override 2D and/or 3D camera. Added buttons in 2D and 3D editor viewport toolbars that override the running game camera transform with the editor viewport camera transform. Implemented via remote debugger protocol and camera override API. Removed LiveEditFuncs function pointers from ScriptDebugger class. Since the debugger got access to the SceneTree instance (if one exists), there is no need to store the function pointers. The live edit functions in SceneTree are used directly instead. Also removed the static version of live edit functions in SceneTree for the same reason. This reduced the SceneTree -> Debugger coupling too since the function pointers don't need to be set from SceneTree anymore. Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'. This is because the remote debugger is now using SceneTree directly and 'core/' classes should not depend on 'scene/' classes.
* | Merge pull request #30556 from kawa-yoiko/astar-directedRémi Verschelde2019-11-071-0/+259
|\ \ | | | | | | Improve support for directed graphs in A*; docs update included
| * | Add stress test between A* and Floyd-WarshallShiqing2019-09-281-17/+142
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| * | Reduce memory usage for edges in A* and add testsShiqing2019-09-281-0/+134
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* | | New contributors added to AUTHORS:Rémi Verschelde2019-11-071-0/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | @DavidSichma, @ptrojahn New Platinum sponsor, added to splash screen: Interblock New Gold sponsor: Image Campus
* | | Remove unused `editor/active` project settingHugo Locurcio2019-11-041-2/+0
| | | | | | | | | | | | This closes #33322.
* | | Fix some crashes, overflows and using variables without valuesRafał Mikrut2019-11-011-2/+2
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* | Small fixes to redundand code, copy paste bugsqarmin2019-10-141-2/+0
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* | Optimize images losslessly using `oxipng -o6 --strip all --zopfli`Hugo Locurcio2019-10-122-0/+0
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* | Make possible to use just one "size/test_*" value in the settingsMichael Alexsander2019-10-041-2/+5
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* | Update AUTHORS and DONORS listRémi Verschelde2019-10-021-0/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | New contributors added to AUTHORS: @creikey, @IronicallySerious, @LikeLakers2, @minraws, @NilsIrl, @profan, @raphael10241024 New Platinum sponsor, added to splash screen: Heroic Labs Merged some duplicates via .mailmap to allow better tracking of commit counts with `git shortlog -s -n -e --no-merges`. Thanks to all contributors and donors for making Godot possible!
* | Validate audio/video driver command-line argumentsHugo Locurcio2019-09-271-6/+52
| | | | | | | | This will exit early if the audio/video driver specified doesn't exist.
* | SCons: do not build tests with tools=noAndrii Doroshenko (Xrayez)2019-09-262-3/+3
| | | | | | | | | | This doesn't affect the resulting binary size, but allows to save a phew seconds during compilation if building export templates.
* | Merge pull request #32230 from kawa-yoiko/oa-backward-shiftRémi Verschelde2019-09-261-0/+13
|\ \ | | | | | | Implement backward shift deletion for OAHashMap
| * | Implement backward shift deletion for OAHashMapShiqing2019-09-211-0/+13
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* / Added some obvious errors explanationsqarmin2019-09-251-1/+1
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* Adds skip-breakpoints featureiwek72019-09-031-0/+5
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* Mark the V-Sync project setting to require an editor restartHugo Locurcio2019-08-271-1/+1
| | | | | The V-Sync project setting also applies to the editor, but it will only take effect when the editor is restarted.
* Sync controller mappings DB with SDL2 community repoRémi Verschelde2019-08-271-10/+41
| | | | Synced with gabomdq/SDL_GameControllerDB@ef8542c9f354e0f65cb861b67f0aa81366060874.
* Merge pull request #31662 from profan/perf/astar-reserveRémi Verschelde2019-08-271-0/+19
|\ | | | | Allow to reserve space for nodes in A* and elements in OAHashMap explicitly.
| * allow to reserve space in OAHashMap explicitly and also in AStar.Robin Hübner2019-08-271-0/+19
| | | | | | | | * also handle overflow occurring in _get_probe_length
* | Merge pull request #31481 from Calinou/generate-gdnative-use-gles2Rémi Verschelde2019-08-261-0/+8
|\ \ | |/ |/| Always use the GLES2 backend when generating the GDNative API JSON
| * Register as an editor instance when generating the GDNative API JSONHugo Locurcio2019-08-241-0/+8
| | | | | | | | | | | | | | This enables the automatic GLES2 fallback if the hardware doesn't support the GLES3 backend. This closes #27768.
* | Merge pull request #31437 from volzhs/vibrate-mobileRémi Verschelde2019-08-212-0/+5
|\ \ | | | | | | Support vibration for Android and iOS
| * | Support vibration for Android and iOSvolzhs2019-08-212-0/+5
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* / Rewrite StreamPeerSSL with SSLContext helper classFabio Alessandrelli2019-08-211-10/+7
|/ | | | | | | connect_to_stream now accepts optional parameter to specify which certificates to trust. Implement accept_stream (SSL server) with key/cert parameters to specify the RSA key and X509 certificate resources.
* Revert "Add Min/Max Window Size Setting"Rémi Verschelde2019-08-171-20/+0
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* Merge pull request #31367 from sparkart/add_minmax_winsize_settingRémi Verschelde2019-08-171-0/+20
|\ | | | | Add Min/Max Window Size Setting