Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Use HTTPS URL for Godot's website in the headers | Rémi Verschelde | 2017-08-27 | 1 | -1/+1 |
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* | Removal of InputEvent as built-in Variant type.. | Juan Linietsky | 2017-05-20 | 1 | -36/+36 |
| | | | | this might cause bugs I haven't found yet.. | ||||
* | Rename [gs]et_pos to [gs]et_position for Controls | Sergey Pusnei | 2017-04-10 | 1 | -1/+1 |
| | | | | | | | | 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 | ||||
* | Add "Godot Engine contributors" copyright line | Rémi Verschelde | 2017-04-08 | 1 | -0/+1 |
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* | Input: Remove usage of platform dependent event IDs. | Andreas Haas | 2017-03-26 | 1 | -6/+0 |
| | | | | | 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... | ||||
* | Fix typos in source code using codespell | Rémi Verschelde | 2017-03-24 | 1 | -1/+1 |
| | | | | From https://github.com/lucasdemarchi/codespell | ||||
* | A Whole New World (clang-format edition) | Rémi Verschelde | 2017-03-05 | 1 | -23/+21 |
| | | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code | ||||
* | Style: Fix whole-line commented code | Rémi Verschelde | 2017-01-14 | 1 | -4/+6 |
| | | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code. | ||||
* | rename Input.get_mouse_speed() to Input.get_last_mouse_speed() | Juan Linietsky | 2017-01-13 | 1 | -2/+2 |
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* | Welcome in 2017, dear changelog reader! | Rémi Verschelde | 2017-01-01 | 1 | -1/+1 |
| | | | | | | | | 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! | ||||
* | Add missing license headers in our source files (#5255) | Rémi Verschelde | 2016-06-18 | 1 | -0/+28 |
| | | | Also removes a couple wrong Godot headers from third-party source files. | ||||
* | Remove unnecessary null pointer checks | Emmanuel Leblond | 2016-01-04 | 1 | -3/+1 |
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* | Haiku: remove unneeded code | Kostadin Damyanov | 2015-08-12 | 1 | -7/+0 |
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* | Haiku: remove unneeded code | Kostadin Damyanov | 2015-08-12 | 1 | -4/+0 |
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* | Haiku: add keyboard support | Kostadin Damyanov | 2015-07-12 | 1 | -0/+84 |
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* | Haiku: gl context locking | Kostadin Damyanov | 2015-07-02 | 1 | -7/+35 |
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* | Haiku: add support for mouse wheel | Kostadin Damyanov | 2015-06-21 | 1 | -0/+33 |
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* | Haiku: handle the quit request message | Kostadin Damyanov | 2015-06-20 | 1 | -19/+13 |
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* | Haiku: implement get_mouse_pos() and get_mouse_button_state() | Kostadin Damyanov | 2015-06-18 | 1 | -5/+8 |
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* | Haiku: read the status of the key modifiers and mouse buttons | Kostadin Damyanov | 2015-06-17 | 1 | -22/+49 |
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* | Haiku: handle mouse movement and click events | Kostadin Damyanov | 2015-06-16 | 1 | -18/+159 |
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* | Haiku: create a GL context and initialize the audio and physics servers | Kostadin Damyanov | 2015-06-11 | 1 | -0/+45 |