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* Merge pull request #13073 from kosz78/android-compile-sdk-versionRémi Verschelde2017-11-201-1/+1
|\ | | | | | | | | Up android 'compileSdkVersion' to 24 [ci skip]
| * Set android 'compileSdkVersion' to 24Konstantin Zaitsev2017-11-201-1/+1
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* | EditorSettings: Dehardcode major in config file nameRémi Verschelde2017-11-201-1/+1
|/ | | | | | It was readded in panic after I mistakenly removed the hardcoded "-3" in #12988, forgetting that Windows would still use the same path and thus conflict with 2.1 (contrarily to macOS and Linux).
* Merge pull request #13072 from sersoong/master-test2George Marques2017-11-201-1/+1
|\ | | | | [3.0] - Change editor_settings.tres to editor_settings-3.tres
| * Change editor_settings.tres to editor_settings-3.tressersoong2017-11-201-1/+1
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* Ability to change indirect light energy.Juan Linietsky2017-11-195-4/+10
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* Merge pull request #12988 from akien-mga/xdg-home-pathsRémi Verschelde2017-11-2049-257/+493
|\ | | | | Add support for XDG Base Directory spec
| * Use new XDG folders to dehardcode pathsRémi Verschelde2017-11-1915-61/+58
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| * Add initial support for the XDG Base Directory specRémi Verschelde2017-11-1917-118/+360
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Spec version 0.7 from https://standards.freedesktop.org/basedir-spec/basedir-spec-0.7.html (latest as of this commit). Three virtual methods are added to OS for the various XDG paths we will use: - OS::get_data_path gives XDG_DATA_HOME, or if missing: ~/.local/share on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_config_path gives XDG_CONFIG_HOME, or if missing: ~/.config on X11, ~/Library/Application Support/ on macOS and %APPDATA% on Windows - OS::get_cache_path gives XDG_CACHE_HOME, or if missing: ~/.cache on X11, ~/Library/Caches on macOS and %APPDATA% on Windows So for Windows there are no changes, for Linux we follow the full split spec and for macOS stuff will move from ~/.godot to ~/Library/Application Support/Godot. Support for system-wide installation of templates on Unix was removed for now, as it's a bit hackish and I don't think anyone uses it. user:// will still be OS::get_data_path() + "/godot/app_userdata/$name" by default, but when using the application/config/use_shared_user_dir option it will now use XDG_DATA_HOME/$name, e.g. ~/.local/share/MyGame. For now everything still goes in EditorSettings::get_settings_dir(), but this will be changed in a later commit to make use of the new splitting where relevant. Part of #3513.
| * EditorSettings: Rename settings_path to settings_dirRémi Verschelde2017-11-1719-81/+78
| | | | | | | | Also to prepare for upcoming refactoring for XDG support.
| * Rename OS::get_data_dir to OS::get_user_data_dirRémi Verschelde2017-11-1726-53/+53
| | | | | | | | | | Will be needed to avoid confusion with system data path (XDG_DATA_HOME) and editor data dir in upcoming refactoring.
* | Merge pull request #12936 from n-pigeon/planar_scale_gizmoRémi Verschelde2017-11-202-8/+123
|\ \ | | | | | | Implemented planar scaling with two modes.
| * | Implemented planar scaling with two modes.Przemysław Gołąb (n-pigeon)2017-11-142-8/+123
| | | | | | | | | | | | | | | | | | Modes: - Scale uniformly on two axes - Hold SHIFT to scale non uniformly
* | | Merge pull request #12950 from ianb96/code_foldingRémi Verschelde2017-11-206-141/+683
|\ \ \ | | | | | | | | Code Folding
| * | | scrolling fixesIan2017-11-185-194/+310
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| * | | TextEdit code foldingIan2017-11-176-63/+489
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* | | | Merge pull request #13051 from akien-mga/check-gles3-supportRémi Verschelde2017-11-201-23/+16
|\ \ \ \ | | | | | | | | | | Check whether GL context supports the expected API
| * | | | Check whether GL context supports the expected APIRémi Verschelde2017-11-191-23/+16
| | | | | | | | | | | | | | | | | | | | | | | | | I couldn't test it yet myself (GPU supports GL 4.5), so we'll need to see if it behaves as expected on systems that don't support OpenGL 3.3 or GL ES 3.0.
* | | | | Merge pull request #13042 from gad-o/customIconFixRémi Verschelde2017-11-201-0/+2
|\ \ \ \ \ | | | | | | | | | | | | Fix #10798: Fixes Change Type does not change icon
| * | | | | Fix #10798: Fixes Change Type does not change iconOrkun2017-11-191-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Problem : While replacing old node properties with new ones, we also copy meta data of old node's icon Solve: don't copy meta so don't override _editor_icon
* | | | | | Merge pull request #13059 from dragmz/13009Rémi Verschelde2017-11-191-1/+1
|\ \ \ \ \ \ | | | | | | | | | | | | | | Fix Regression: running current scene (unsaved) will ask for main scene
| * | | | | | Fix Regression: running current scene (unsaved) will ask for main sceneMarcin Zawiejski2017-11-191-1/+1
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* | | | | | Merge pull request #13030 from Krakean/masterRémi Verschelde2017-11-192-0/+44
|\ \ \ \ \ \ | | | | | | | | | | | | | | Add "View FPS" in 3D->Perspective's popup.
| * | | | | | Add "View FPS" in 3D->Perspective's popup.Dmitry Koteroff2017-11-202-0/+44
| | |_|/ / / | |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | "Fixes" to make it acceptable by clang-format. "Fixes" to make it acceptable by clang-format.
* | | | | | Merge pull request #13056 from RoyBerube/masterRémi Verschelde2017-11-191-0/+5
|\ \ \ \ \ \ | | | | | | | | | | | | | | | | | | | | | | | | | | | | Visual Studio project creation bug fix [ci skip]
| * | | | | | Visual Studio project creation bug fixRoyBerube2017-11-191-0/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | A bug in the /drivers SCons script was preventing files in the /drivers and some in the /thirdparty directories from being added to the VS project. This will only affect builds that use the 'vsproj=yes' option.
* | | | | | | Merge pull request #13000 from djrm/pr_import_fixesRémi Verschelde2017-11-194-22/+40
|\ \ \ \ \ \ \ | |/ / / / / / |/| | | | | | import fixes
| * | | | | | Improved packed scene previews.Daniel J. Ramirez2017-11-173-18/+34
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| * | | | | | Fixed mesh importing when multiple materials are presentDaniel J. Ramirez2017-11-171-4/+6
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* | | | | | | Revert "change low cpu delay to 1 usec, should make editor smoother and not ↵Rémi Verschelde2017-11-191-2/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | really use" This reverts commit ca194033061b4b29fe00d8e9bddf2f0478b3c3f0. See discussion in https://github.com/godotengine/godot/commit/ca194033061b4b29fe00d8e9bddf2f0478b3c3f0#commitcomment-25715906 It also did not fix the issue it claimed to fix.
* | | | | | | Merge pull request #13018 from hoelzl/pr-cpp-hintRémi Verschelde2017-11-193-0/+15
|\ \ \ \ \ \ \ | | | | | | | | | | | | | | | | Add cpp.hint file to improve IntelliSense
| * | | | | | | Add cpp.hint file to improve IntelliSenseMatthias Hoelzl2017-11-193-0/+15
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* | | | | | | Merge pull request #13045 from akien-mga/gles2-cleanupRémi Verschelde2017-11-1922-133/+31
|\ \ \ \ \ \ \ | | | | | | | | | | | | | | | | Cleanup old references to GLES2 renderer
| * | | | | | | Cleanup old references to GLES2 rendererRémi Verschelde2017-11-1922-133/+31
| |/ / / / / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | There are still some left in the Android Java code, even stuff to swap between GLES1 and GLES2 support from early Godot days... would be good to see some cleanup there too one day. The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported. It can be readded when GLES 2.0 support comes back. Fixes #13004.
* | | | | | | Merge pull request #13052 from djrm/pr_fixesRémi Verschelde2017-11-191-0/+1
|\ \ \ \ \ \ \ | | | | | | | | | | | | | | | | Fix import obj as scene.
| * | | | | | | Fix import obj as scene.Daniel J. Ramirez2017-11-191-0/+1
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* | | | | | | | Merge pull request #13001 from capnm/fix_class_docs_inline_markupRémi Verschelde2017-11-1910-10/+11
|\ \ \ \ \ \ \ \ | |/ / / / / / / |/| | | | | | | | | | | | | | | | | | | | | | | Fix the class docs for the rst-syntax errors. [ci skip]
| * | | | | | | Fix the class docs for the rst-syntax errors.Martin Capitanio2017-11-1910-10/+11
|/ / / / / / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - Generate a correkt rst-syntax for the [/code] inline markup. (http://www.sphinx-doc.org/en/1.6.5/rest.html#inline-markup) - Fix xml souce bugs for the sphinx's rst syntax werrors: class_area.rst:319: WARNING: Inline literal start-string without end-string. class_area2d.rst:287: WARNING: Inline literal start-string without end-string. class_audioserver.rst:287: WARNING: Inline literal start-string without end-string. class_control.rst:509: WARNING: Inline literal start-string without end-string. class_image.rst:422: WARNING: Inline literal start-string without end-string. class_image.rst:434: WARNING: Inline literal start-string without end-string. class_inputevent.rst:74: WARNING: Inline literal start-string without end-string. class_inputeventaction.rst:45: WARNING: Inline literal start-string without end-string. class_inputmap.rst:47: WARNING: Inline literal start-string without end-string. class_kinematicbody.rst:80: WARNING: Inline interpreted text or phrase reference start-string without end-string. class_kinematicbody2d.rst:80: WARNING: Inline interpreted text or phrase reference start-string without end-string. class_line2d.rst:182: WARNING: Inline literal start-string without end-string. class_thread.rst:51: WARNING: Inline literal start-string without end-string. class_treeitem.rst:160: WARNING: Inline literal start-string without end-string.
* | | | | | | Merge pull request #13046 from AndreaCatania/kinfixRémi Verschelde2017-11-194-88/+177
|\ \ \ \ \ \ \ | | | | | | | | | | | | | | | | Some Bullet bug fix
| * | | | | | | Added null check in Bullet cast_motion APIAndreaCatania2017-11-191-10/+12
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| * | | | | | | Fixed gravity scaleAndreaCatania2017-11-191-1/+2
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| * | | | | | | Removed dynamic_cast from Bullet ServerAndreaCatania2017-11-191-14/+18
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| * | | | | | | Fixed kinematic movement on concave shapeAndreaCatania2017-11-194-64/+146
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* | | | | | | | Merge pull request #13044 from eska014/enginejsRémi Verschelde2017-11-195-94/+137
|\ \ \ \ \ \ \ \ | | | | | | | | | | | | | | | | | | Change HTML5 start-up API
| * | | | | | | | Change HTML5 start-up APILeon Krause2017-11-195-94/+137
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Rename engine.start() to startGame(), new start() takes string arguments handed directly to main(). Rename Engine.loadEngine() to load(). Add setLocale(), setResizeCanvasOnStart(), setExecutableName() and preloadFile().
* | | | | | | | | Merge pull request #13043 from volzhs/post-importRémi Verschelde2017-11-191-1/+1
|\ \ \ \ \ \ \ \ \ | | | | | | | | | | | | | | | | | | | | Restore post_import function
| * | | | | | | | | Restore post_import functionvolzhs2017-11-191-1/+1
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* | | | | | | | | | Merge pull request #13040 from RandomShaper/fix-signals-dupRémi Verschelde2017-11-192-4/+22
|\ \ \ \ \ \ \ \ \ \ | | | | | | | | | | | | | | | | | | | | | | Fix duplication of signals
| * | | | | | | | | | Fix duplication of signalsPedro J. Estébanez2017-11-192-4/+22
| |/ / / / / / / / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - Partially revert 6496b53549aca7b1be57c3be55815f32a4842201, adding a comment about why duplications of signals must happen as a second phase. - Add fallback logic for connections to nodes not in the duplicated hierarchy. - Remove redundant call to `Node::_duplicate_signals()`. Fixes #12951.
* | | | | | | | | | Merge pull request #13039 from sketchyfun/animation_key_selection_fixRémi Verschelde2017-11-191-1/+1
|\ \ \ \ \ \ \ \ \ \ | | | | | | | | | | | | | | | | | | | | | | Fixed issues with clicking animation keys that are on frame 0