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* Effective DisplayServer separation, rename X11 -> LinuxBSDJuan Linietsky2020-03-261-39/+0
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* Remove obsolete GLES3 backendRémi Verschelde2020-02-131-1/+0
| | | | | | | | | | | | | | Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | 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.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* SCons: Remove avoidable defines from main env's CPPPATHRémi Verschelde2018-10-011-2/+2
| | | | | | Also finally move freetype to its own env and disable warnings for it. Still needs some work to fix the awkward situation of the freetype and svg modules used in scene/ and editor/ respectively.
* add GLES 2 renderer for 2Dkarroffel2018-03-011-0/+1
| | | | | | | | This commit adds a new rendering backend, GLES2, and adds a project setting to enable it. Currently this backend can only be used on the X11 platform, but integrating into other platforms is planned.
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Move glad files to thirdparty dirRémi Verschelde2017-01-061-3/+1
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* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-0/+2
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Migrated from GLES to GLAD, fixes many issues.Juan Linietsky2016-11-221-1/+2
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| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-0/+1
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+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!
* | glew: Split thirdparty files and isolate envRémi Verschelde2016-10-151-3/+1
|/ | | | | | Not fully happy about the way this one interacts with the various platforms. Maybe the platform_config.h should be generated by the SCsub instead of passing a define just to know where is the header.
* GLEW: Define static + enabled and includes via SConsRémi Verschelde2016-06-081-1/+1
| | | | | | | | This allows us not to have to hack our definitions in the upstream files, making it easier to upgrade to newer versions in the future. For the include paths to work, the headers are moved to a GL subfolder to match their upstream location.
* Fix pthread renaming in Open/FreeBSDeska2016-01-091-0/+1
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Include stdlib.h for alloca() on OpenBSDAnton Yabchinskiy2015-11-201-1/+1
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* Revert "libao audio driver"Juan Linietsky2015-11-191-1/+1
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* Merge branch 'master' of github.com:okamstudio/godotAnton Yabchinskiy2015-07-291-1/+1
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| * Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* | Merge branch 'master' of github.com:okamstudio/godotAnton Yabchinskiy2015-01-141-1/+1
|\| | | | | | | | | Conflicts: platform/x11/detect.py
| * 2D Rewrite Step [1]Juan Linietsky2015-01-101-1/+1
| | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=- -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!
* | Include stdlib.h for alloca() on OpenBSDAnton Yabchinskiy2014-11-221-1/+1
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* alloca() lives in stdlib.h on FreeBSDRob Messick2014-02-231-0/+6
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* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+32