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path: root/platform/android/os_android.cpp
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* Add magnetometer sensor support for Androidfluffrabbit2016-05-271-0/+5
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* remove trailing whitespaceHubert Jarosz2016-03-091-2/+2
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* use fallback mapping from listHondres2016-01-271-1/+1
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* can use fallback mapping on all platformshondres2016-01-241-1/+1
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* support gamepad remapping on androidhondres2016-01-241-0/+31
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* Add ability to set "keep screen on" for androidvolzhs2016-01-161-1/+10
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -several fixes to Android to work better on Tegra 3/4 devices, uses 16 bits ↵Juan Linietsky2015-12-021-0/+9
| | | | FBOs so all 2D shader effects should now work in every single Android device.
* merged some stuff for okamJuan Linietsky2015-09-031-1/+9
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* ability to run 2D physics in a threadJuan Linietsky2015-05-261-1/+2
| | | | | also, 2D physics is now thread safe too. see physics_2d/thread_model
* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* android fixes, please testJuan Linietsky2015-03-231-0/+5
| | | | (can' t build android atm)
* support for 2D shadow castersJuan Linietsky2015-03-021-1/+1
| | | | | | | | | | Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
* 2D Rewrite Step [1]Juan Linietsky2015-01-101-5/+5
| | | | | | | | -=-=-=-=-=-=-=-=-=- -Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future). -Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order) -Removed OpenGL ES 1.x support. Good riddance!
* -Ability to ask for documents/pictures/etc system dirs.Juan Linietsky2014-12-021-1/+9
| | | | | -Fixes to animationplayer -fixes to collada importer
* Misc FixesJuan Linietsky2014-06-271-7/+14
| | | | | | | | | | | | ========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
* A bit of everything:Juan Linietsky2014-05-141-1/+6
| | | | | | | | | | | | | -IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
* -fix bug in cache for atlas import/exportJuan Linietsky2014-03-131-2/+27
| | | | | | | | | | -fix some menus -fixed bug in out transition curves -detect and remove file:/// in collada -remove multiscript for now -remove dependencies on mouse in OS, moved to Input -avoid fscache from screwing up (fix might make it slower, but it works) -funcref was missing, it's there now
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+709