| Commit message (Collapse) | Author | Age | Files | Lines | |
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| * | Welcome in 2017, dear changelog reader! | Rémi Verschelde | 2017-01-12 | 1 | -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! (cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e) | ||||
| * | Fix allocation bug if compiled with modern clang or gcc | est31 | 2016-02-19 | 1 | -5/+22 |
| | | | | | | | | | * Add overflow checked intrinsic abstractions that check on overflow. * Use them for memory allocation code. * Use size_t type for memory allocation code to support full platform dependent width. Fixes #3756. | ||||
| * | total pointers | Ariel Manzur | 2016-01-31 | 1 | -1/+1 |
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| * | Update copyright to 2016 in headers | George Marques | 2016-01-01 | 1 | -1/+1 |
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| * | -Fixes from source code analyzizer, closes #1768 | Juan Linietsky | 2015-05-01 | 1 | -1/+1 |
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| * | Updated copyright year in all headers | Juan Linietsky | 2015-04-18 | 1 | -1/+1 |
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| * | -Work in progress visual shader editor *DOES NOT WORK YET* | Juan Linietsky | 2015-01-03 | 1 | -5/+3 |
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| * | GODOT IS OPEN SOURCE | Juan Linietsky | 2014-02-09 | 1 | -0/+419 |
