| Commit message (Collapse) | Author | Age | Files | Lines |
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(cherry picked from commit f863c0ca14111d4bab06604fb4e2bf42fc83f0da)
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- Add a proper function to retrieve IP addresses.
- Solve issues with Windows FileAccess and DirAccess to use the same code
for WinRT.
- Add patches to the GLES2 rasterizer to workaround ANGLE issues.
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Ignore non-IP addresses for both windows and unix
(cherry picked from commit a1c41be56977e22e953191dd9e90621d09f294cc)
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Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6e3e905b94b8764e99491e608122261.
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(cherry picked from commit 65483d57bf322f847ecb1ab906e8f4fac49f2557)
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The MinGW-w64 version we have on our Travis build environment (Ubuntu 12.04,
mingw-w64 2.0.1, gcc 4.6) is old and has some missing includes in the
dependencies of the `tcpmib.h` header [0] [1] [2].
Those were not triggered before 6323779596dea0db7f58afef7d3d3d5588ef20cb
probably due to conflicting WINVER definitions which prevented triggering the code
specific to >= 0x0600 (Vista). We ensure it won't be triggered by defining the
_WIN32_WINNT macro to Windows XP compatibility.
(cherry picked from commit b24fe6879a2d26b530c1198ba7abb8cf2719f06c)
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Passed as a compiler define to be sure it is always define before windows.h
is loaded. This means that Godot officially requires Vista API or later, it will
not work on Windows XP or earlier.
Also fix a bogus check for Windows 7 API.
(cherry picked from commit 6323779596dea0db7f58afef7d3d3d5588ef20cb)
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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!
(cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
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(cherry picked from commit de23ce11b51847b7b8bfc10ecf5926827516ac5a)
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IP_Address changes:
- Converts to and from String transparently while handling IPv4 as IPv6
mapped (::ffff:[IP]) address internally.
- Completely remove AddrType enum.
- Setting/Getting of ip array is now only possible through dedicated functions
(ie. set_ipv4, get_ipv4, set_ipv6, get_ipv6)
- Add function to know if the address is a valid IPv4 (for IP implementation and enet)
(cherry picked from commit 1aff508dd9713abf0db0d0436fa7f7c4788c5a4a)
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(cherry picked from commit c18c5013f837ea7d4de2f022d36f84e0abce6439)
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(cherry picked from commit 311f1f165be12ea290799e42f9951011d997ab40)
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(cherry picked from commit eb27e993f0f2fb3de48b7b8aa01c74cc1635a178)
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(cherry picked from commit 1d45f35a4a190360fea74e51b66457efe44d3177)
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(cherry picked from commit 887a897c02144f2d01896d3112bdae5ce7d6df5c)
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Add some needed includes
Provide freebsd variation of get_executable_path
Provide variation of execv so that either full path
or appname to be found within $PATH can be used
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-=-=-=-=-=-=-=-=-=-=
-Fixed looping error in AudioStreamResampled
-winrt port progress
-fixes in material in ambient light
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-=-=-=-=-=-=-=-=-=-=-=-=-=-
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.
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-=-=-=-=-=-=
-Support for lightmap baker, have fun figuring out how it works before tutorial is published.
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-Auto indenter in code editor, this makes it much easier to paste external code.
-Zoom in 2D viewport now uses the mouse pointer as reference.
-Obscure hack to see where code/line of GDScript in C++ backtrace.
-Fixed a bug where keys would get stuck on X11 if pressed simultaneously
-Added Api on IP singleton to request local IPs.
-Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
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