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* | Merge pull request #10254 from marcelofg55/masterRémi Verschelde2017-08-222-1/+7
|\ \ | | | | | | Added notification const NOTIFICATION_WM_ABOUT
| * | Added notification const NOTIFICATION_WM_ABOUTMarcelo Fernandez2017-08-172-1/+7
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* | | ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-4/+4
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* | Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-163-4/+4
| | | | | | | | Fixes #10244.
* | InputEventJoypadMotion: Add missing is_pressed() method.Andreas Haas2017-08-122-0/+6
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* Merge pull request #10142 from bruvzg/3.0-osx-imeRémi Verschelde2017-08-111-0/+3
|\ | | | | Add IME support (macOS)
| * Implement NSTextInputClient protocol for IMEbruvzg2017-08-091-0/+3
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* | Removes type information from method bindsIgnacio Etcheverry2017-08-103-6/+6
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* Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-075-14/+14
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* Rename KEY_RETURN to KEY_ENTER and KEY_ENTER to KEY_KP_ENTERBojidar Marinov2017-08-062-4/+4
| | | | Closes #7695
* Use atomics for memory use trackingPedro J. Estébanez2017-08-012-25/+27
| | | | | | | | Plus: - An allocation is counted only after checking its success. - Max usage is updated after growing reallocs as well. - Drop unused header. - Changed the 0xFFF.. at get_mem_available() to -1 with a comment telling it's the same, but more universal.
* Style: Apply clang-format on all filesRémi Verschelde2017-07-303-3/+3
| | | | Thus fixing some invalid changes that had still made it to the master branch.
* added an optional parameter to OS symbol lookupKarroffel2017-07-271-3/+3
| | | | | | | | When looking up a symbol from a library, previously an error was shown when the symbol did not exist. That caused confusion when the lookup was completely optional. This adds a new parameter to that method so that those errors can be handled manually if needed.
* Merge pull request #9872 from bruvzg/3.0-num-enter-fixRémi Verschelde2017-07-272-3/+0
|\ | | | | Remove duplicate keycode constant for Numpad Enter key (3.0)
| * Remove duplicate keycode constant for Numpad Enter key.bruvzg2017-07-262-3/+0
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* | Merge pull request #9720 from endragor/stack-bottomThomas Herzog2017-07-262-0/+16
|\ \ | |/ |/| Add a way to retrieve stack bottom of the main thread
| * Add a way to retrieve stack bottom of the main threadRuslan Mustakov2017-07-252-0/+16
| | | | | | | | | | | | | | | | | | I'm working on Nim bindings and Nim GC needs to know the stack boundaries to check whether certain pointers are located on the stack or in the heap. This commit adds godot_get_stack_bottom procedure to gdnative module which returns pointer to the stack bottom of the main thread. Later on this may be improved to return stack bottom of the current thread.
* | Fix cvs files freezing the editor when a double quote is not closedMarcelo Fernandez2017-07-251-0/+2
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-196-14/+33
| | | | -Added system for feature overrides, it's pretty cool :)
* Add object type hint for docsPoommetee Ketson2017-07-192-2/+2
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* -Reorganized all properties of project settings (Sorry, Again).Juan Linietsky2017-07-171-1/+1
| | | | | (Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
* IME window follow the input cursor.geequlim2017-07-111-0/+2
| | | | | Abstruct set_ime_position to OS class. Update ime position for LineEdit and TextEdit.
* Make the InputEvent device property get savedBojidar Marinov2017-06-241-0/+2
| | | | Fixes #9299
* Fix shortcuts, make them visible again and work.Juan Linietsky2017-06-222-0/+43
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* Merge pull request #9002 from Hinsbart/key_action_matchRémi Verschelde2017-06-081-1/+4
|\ | | | | InputEvent: Restore old behaviour for matching key events to actions.
| * InputEvent: Restore old behaviour for matching key events to actions.Andreas Haas2017-05-301-1/+4
| | | | | | | | Original code in 9100db7
* | InputEvent: Renamed "pos" property to "position"Andreas Haas2017-06-032-38/+38
| | | | | | | | Make the naming consistent with other classes.
* | fixed PowerState enum castKarroffel2017-06-011-0/+2
|/ | | | | | | Quite a while ago I made a commit (131631b) where I did a weird thing to fix compilation with PTRCALL_ENABLED. And I couldn't sleep because of this after all these months. So here is the proper version.
* -Added .hdr format supportJuan Linietsky2017-05-282-0/+22
| | | | | | -Added default environment editor setting -Added environment created by default in new projects -Removed default light and ambient from spatial editor, to make the editor more PBR compliant
* Fix InputEvent actions.Andreas Haas2017-05-271-2/+2
| | | | | The `InputEvent::is_action(pressed|released)` methods weren't implemented yet. Also fixed a typo in `InputDefault` that prevented `Input.is_action(pressed|released)` from working.
* Fix virtual methods in InputEventKey.Andreas Haas2017-05-252-3/+3
| | | | This fixes a lot of problems with key input in the engine.
* Merge pull request #8898 from vnen/screentouch-struct-classRémi Verschelde2017-05-251-1/+1
|\ | | | | Change InputEventScreenTouch from struct to class
| * Change InputEventScreenTouch from struct to classGeorge Marques2017-05-241-1/+1
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* | Fix 2D-editor mouse wheel zoom (x11).Martin Capitanio2017-05-241-1/+1
|/ | | | Fixes #8888
* -Fix the "set_val" call deferred, it was the only one.. closes #8742Juan Linietsky2017-05-231-1/+1
| | | | -Removed redundant bind in input_event
* fixed crash on code that checks InputEventJuan Linietsky2017-05-231-1/+1
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* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-205-276/+970
| | | | this might cause bugs I haven't found yet..
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-172-2/+3
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* Implemented scrolling factor for smooth trackpad scrollingtoger52017-05-071-1/+5
| | | | | Working platforms platform: OSX, Windows. Support for almost all ui elements, including project list.
* Move core thirdparty files to thirdparty/{minizip,misc}Rémi Verschelde2017-04-281-2/+4
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* Fix PRNG randomization.Ferenc Arn2017-04-171-1/+0
| | | | | | | | PCG32 doesn't like small seeds, which leads to zero random values (prior to #7532, zero values were handled as special cases). Use a large default seed, and also add a shift in Math::randomize. Fixes #8423.
* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-103-3/+3
| | | | | | | | 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 lineRémi Verschelde2017-04-0832-0/+32
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* added dlscript moduleKarroffel2017-04-031-3/+3
| | | | | | | | | This module was written by bojidar-bg and me, with the help of ClikCode and touilleMan. This adds a module to Godot that enables the use of dynamic libraries as a source for scripts. That also allows third party libraries to be linked to Godot more easily and without creating modules. For a readme see https://github.com/GodotNativeTools/godot_headers/blob/master/README.md
* Added methods for opening dynamic libraries to OSKarroffel2017-03-291-0/+4
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* Merge pull request #8133 from Hinsbart/joy_constantsRémi Verschelde2017-03-241-31/+16
|\ | | | | Input: Refactor JOY_* constants.
| * Input: Refactor JOY_* constants.Andreas Haas2017-03-241-31/+16
| | | | | | | | | | | | | | **Breaking change** Removed the `JOY_SNES_*` and `JOY_SEGA_*` constants. Imho there's no reason for a modern game engine to provide button aliases for decades-old hardware. Also renamed `JOY_ANALOG_{0,1}_{X,Y}` to `JOY_ANALOG_{L,R}{X,Y}` and removed `JOY_ANALOG_2_*`.
* | Implement warped mouse panning for 2D & 3D editorsPedro J. Estébanez2017-03-221-0/+1
|/ | | | | Enabled by default as in Blender, but can be disabled separately for 2D & 3D; the core functionality is in Input so this could be reused or even exposed to scripts in the future
* Input: bind parse_input_event()Andreas Haas2017-03-192-0/+3
| | | | | | | | | | When using get_tree().input_event(ev), the engine will JUST send the event down the SceneTree. However, you won't get any of the benefits of the Input singleton: - No InputMap actions will be emitted - The internal input state won't be modified, so methods like `Input.get_mouse_pos()` or `Input.is_joy_button_pressed` won't return the expected output after sending the event. This is fixed by using `Input.parse_input_event(ev)` instead. I guess we'll also have to update the docs to reflect that this is the preferred method of sending custom InputEvents.
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-0532-1472/+1334
| | | | | | | | | | | | | | | | | | | | | | | | 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