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2017-03-05A Whole New World (clang-format edition)Rémi Verschelde1-137/+114
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
2017-03-05Style: prevent bogus macro formatting by clang-formatRémi Verschelde3-54/+60
Also prevent formatting of thirdparty snippet
2017-03-05really fixed PTRCALL nowKarroffel3-6/+2
2017-03-05Add a bunch of missing Godot headers in own filesRémi Verschelde180-120/+3787
2017-03-05Added PowerState casting operator to VariantKarroffel2-0/+7
Without it Godot does not build with PTRCALL_ENABLED
2017-03-05iphone: Drop unused Appirater thirdparty APIRémi Verschelde6-970/+0
2017-03-05Refactoring: rename tools/editor/ to editor/Rémi Verschelde2029-302/+302
The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.
2017-03-05TileMap: Respect self_modulate propertyAndreas Haas1-0/+3
Now `TileMap`s make use of the `self_modulate` property. There's still a bug: The Editor doesn't re-draw with the new color when you change the TileMaps `self_modulate` in the inspector. You'll have to make it update manually (by placing a tile, changing the transform, etc..) I'll open an issue for that after this is merged (If I don't fix it in the meantime ^^).
2017-03-05- `tab_changed` signal emits only by selecting a different tab.Thaer Razeq3-7/+42
- Added `tab_selected` signal. Which emits a signal by selecting any tab, if current tab is selected again. - Added `get_previous_tab()`. Which returns the previous shown tab. **Note:** only `tab_changed` can modify previous tab index. - Add documentation for the added function and signals. Fix a typo too.
2017-03-04Expose uncapped versions of closest-point-to-segment utilitiesPedro J. Estébanez2-0/+15
2017-03-04Add API to access battery power stateJulian Murgia44-1/+2162
Done: - X11, server (tested) - Windows (developed, would be nice to retest) - OSX (not tested) Prepared (not developed): - Android (code is here, but may not compile) - iphone - winrt - bb10 - haiku - javascript
2017-03-04Added AppImage structureDaniel J. Ramirez3-0/+12
2017-03-04Implements modules documentsGeequlim4-5/+43
Editor can generate documents for modules in thier own xml files
2017-03-04Added a SceneTree.has_network_peer, closes #7922Karol Walasek3-0/+13
2017-03-04Expose Geometry::get_closest_point_to_segment_2d()Pedro J. Estébanez2-0/+7
2017-03-03Make Editor, Export and Project settings dialogs resizable and store their ↵Ray Koopa7-42/+105
bounds
2017-03-04Fix handling input for Androidvolzhs1-37/+12
2017-03-02Added missing FIXMEs in PR #7878Ferenc Arn2-2/+2
2017-03-03Fix wrong TreeItem reference after reconstructingvolzhs2-2/+4
2017-03-02Implement single-field property change for multinode editPedro J. Estébanez8-82/+359
2017-03-01Added functionality for resizable dialogs.Ray Koopa3-64/+180
2017-03-01Fix RANDOM_MAX, which is 2^32-1 with PCG32.Leandro Motta Barros1-1/+1
2017-03-01added join to PoolStringArrayAlexHolly2-0/+13
2017-02-28Inf and NaN support added to GDScript.Saracen11-4/+53
2017-02-28 Various fixes detected using PVS-Studio static analyzer.Thaer Razeq32-39/+41
- Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements
2017-02-27Use the common PRNG in 2D particles code.Ferenc Arn2-19/+7
Replaces the custom PRNG used by 2D particles code with a wrapper for the PRNG located under core/math.
2017-02-27Fix failing build on mageia v6 x64 linux.Shlomi Fish1-0/+1
There was an error about undeclared malloc()+free().
2017-02-27Add disabled tabsRay Koopa6-12/+86
2017-02-27Add menu item for file resources in the inspector to reveal them in the ↵Ray Koopa4-5/+51
FileSystem
2017-02-27Fix several drawing and logic issues in TabContainerRay Koopa2-427/+309
2017-02-27fix custom scene arguments from the editorBenjamin Bäumler3-24/+19
sequel of #7347 Play edited scene and Play custom scene didn't worked when main_run_args hadn't $scene as argument. Changes/Fixes the way how the editor handles scene paths when starting the project/a scene Play the project - no scene path Play the edited scene - scene path of active scene in the editor Play custom scene - scene path of custom scene main_arg_runs is now empty by default and $scene won't be replaced by the scene path anymore Changed declaration if EditorRun::run, to remove a unused value
2017-02-27Add process mode option to Particles2DPedro J. Estébanez2-2/+37
2017-02-26Better handling of joypad device IDs.Andreas Haas8-43/+20
Now InputDefault is responsible for giving out joypad device IDs to the platform, instead of each platform handling this itself. This makes it possible for c++ modules to add their own "custom" gamepad devices, without the risk of messing up events in case the user also has regular gamepads attached (using the OS code). For now, it's implemented for the main desktop platforms. Possible targets for future work: android, uwp, javascript
2017-02-25Fix auto-enable of _input processing when _input() method is set.Andreas Haas1-0/+1
Since f3f4a11c processing of callbacks such as `_process`, `_fixed_process`, etc will be automatically enabled when the corresponding method is found in the script. However, for _input() this wasn't working. That's simply because `_input` wasn't initialized in `SceneStringNames` ^^
2017-02-25Add emission_finished signal to Particles2DBojidar Marinov4-10/+6
(Also remove some Particles2D::testee method, which was unused) Resolves #3963
2017-02-23Really fix iphone buildsBojidar Marinov1-1/+1
2017-02-23Complete the globals.h -> global_config.h conversionBojidar Marinov11-11/+11
2017-02-22Fixes to webgl/opengl es 3.0 for compatibility with webgl2.0, still does not ↵Juan Linietsky11-33/+58
work though
2017-02-23Fix crash when click icon while editing node namevolzhs1-0/+1
2017-02-22Fix crash if TouchScreenButton is pressed while exiting the treePedro J. Estébanez1-6/+8
(cherry picked from commit 5b8d5766f4574b5011b3f258d3e9b34298eb609c)
2017-02-21working on template validationJuan Linietsky2-9/+48
2017-02-22Tween: Fix undefined behavior found by static code analyzer.Andreas Haas1-1/+2
Adresses the issue mentioned in https://software.intel.com/en-us/articles/the-ultimate-question-of-programming-refactoring-and-everything
2017-02-21Fix WebAssembly builds on Windowseska2-13/+29
2017-02-21Fix some compilation warnings.Shlomi Fish4-7/+7
Redone the commit based on the input in https://github.com/godotengine/godot/pull/7851 . Not all warnings were fixed but it's a start.
2017-02-21-renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky121-226/+542
modified files) -.pck and .zip exporting redone, seems to be working..
2017-02-20Add Rect2 TileMap::get_used_rect(), closes #4390Bojidar Marinov2-2/+31
2017-02-20Don't switch to script on breakpoint hit when using external editor.Andreas Haas1-0/+4
Fixes #7705
2017-02-20Add more options to Node.duplicate()Pedro J. Estébanez2-14/+32
to decide whether signals, groups and/or scripts should be set in the copied nodes or not; it's default value makes the method include everything, as usual
2017-02-20Replace misuse of list iterationIgnacio Etcheverry1-3/+3
2017-02-20Automatically zip web export templateseska2-30/+30
Also fix web builds on Windows and clean up