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* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-012-2/+2
| | | | | | | | 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!
* style: Fix PEP8 whitespace issues in Python filesRémi Verschelde2016-11-011-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Done with `autopep8 --select=E2,W2`, fixes: - E201 - Remove extraneous whitespace. - E202 - Remove extraneous whitespace. - E203 - Remove extraneous whitespace. - E211 - Remove extraneous whitespace. - E221 - Fix extraneous whitespace around keywords. - E222 - Fix extraneous whitespace around keywords. - E223 - Fix extraneous whitespace around keywords. - E224 - Remove extraneous whitespace around operator. - E225 - Fix missing whitespace around operator. - E226 - Fix missing whitespace around operator. - E227 - Fix missing whitespace around operator. - E228 - Fix missing whitespace around operator. - E231 - Add missing whitespace. - E231 - Fix various deprecated code (via lib2to3). - E241 - Fix extraneous whitespace around keywords. - E242 - Remove extraneous whitespace around operator. - E251 - Remove whitespace around parameter '=' sign. - E261 - Fix spacing after comment hash. - E262 - Fix spacing after comment hash. - E265 - Format block comments. - E271 - Fix extraneous whitespace around keywords. - E272 - Fix extraneous whitespace around keywords. - E273 - Fix extraneous whitespace around keywords. - E274 - Fix extraneous whitespace around keywords. - W291 - Remove trailing whitespace. - W293 - Remove trailing whitespace.
* style: Start applying PEP8 to Python files, indentation issuesRémi Verschelde2016-11-011-1/+1
| | | | | | | | | | | | | | | | | | | Done with `autopep8 --select=E1`, fixes: - E101 - Reindent all lines. - E112 - Fix under-indented comments. - E113 - Fix over-indented comments. - E115 - Fix under-indented comments. - E116 - Fix over-indented comments. - E121 - Fix a badly indented line. - E122 - Fix a badly indented line. - E123 - Fix a badly indented line. - E124 - Fix a badly indented line. - E125 - Fix indentation undistinguish from the next logical line. - E126 - Fix a badly indented line. - E127 - Fix a badly indented line. - E128 - Fix a badly indented line. - E129 - Fix a badly indented line.
* SCsub: Add python shebang as a hint for syntax highlightingRémi Verschelde2016-10-171-0/+2
| | | | Also switch existing shebangs to "better" /usr/bin/env python.
* rtaudio: Split thirdparty filesRémi Verschelde2016-10-155-11418/+20
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* RtAudio: Update to upstream version 4.1.2Rémi Verschelde2016-07-233-129/+63
| | | | | | | | | | | | | | | | | | | The only differences we have with the upstream tarball are marked with `// -GODOT-` comments for clarity. The changes we currently have are just some defines for cross-platform configuration, and could likely be moved to the SCons buildsystem (ideally in a sub-environment to avoid having RtAudio-specific defines pollute the whole build log). One change for WinRT was not kept, if it is needed it should ideally be integrated upstream: ``` #if defined(__WINDOWS_DS__) || defined(__WINDOWS_ASIO__) || defined(__WINDOWS_WASAPI__) -#ifdef WINRT_ENABLED - #define MUTEX_INITIALIZE(A) InitializeCriticalSectionEx(A, 0, 0) -#else #define MUTEX_INITIALIZE(A) InitializeCriticalSection(A) -#endif ```
* Add missing license headers in our source files (#5255)Rémi Verschelde2016-06-182-22/+56
| | | Also removes a couple wrong Godot headers from third-party source files.
* RtAudio: proper under/overflow warningJ08nY2016-06-081-2/+8
| | | | fix #5102
* Remove unnecessary null pointer checksEmmanuel Leblond2016-01-041-4/+2
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* Update copyright to 2016 in headersGeorge Marques2016-01-012-2/+2
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* newline fixesreduz2015-10-081-10234/+10234
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* update rtaudio to latest versionyg2f2015-05-062-134/+227
| | | | update rtaudio from latest version availbale on github
* 3D Physics Rework, Other StuffJuan Linietsky2014-09-153-7949/+10401
| | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=-=-=-=- 3D Physics: -Fixed "Bounce" parameter in 3D -Fixed bug affecting Area (sometims it would not detect properly) -Vehicle Body has seen heavy work -Added Query API for doing space queries in 3D. Needs some docs though. -Added JOINTS! Adapted Bullet Joints: and created easy gizmos for setting them up: -PinJoint -HingeJoint (with motor) -SliderJoint -ConeTwistJoint -Generic6DOFJoint -Added OBJECT PICKING! based on the new query API. Any physics object now (Area or Body) has the following signals and virtual functions: -input_event (mouse or multitouch input over the body) -mouse_enter (mouse entered the body area) -mouse_exit (mouse exited body area) For Area it needs to be activated manually, as it isn't by default (ray goes thru). Other: -Begun working on Windows 8 (RT) port. Compiles but does not work yet. -Added TheoraPlayer library for improved to-texture and portable video support. -Fixed a few bugs in the renderer, collada importer, collada exporter, etc.
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-096-0/+9178