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* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-1/+1
| | | | | | | | 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
* -Fixed crash with splash screen on windowsJuan Linietsky2017-04-091-0/+1
| | | | -properly show editor without having to resize window on windows
* Restored (And auto-generated) splash imageJuan Linietsky2017-04-092-0/+58
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* -Fix eternal black screen on WindowsJuan Linietsky2017-04-091-1/+1
| | | | -Disabled warnings on windows, need to properly set up warnings
* Particle system is complete. Rejoice!Juan Linietsky2017-04-085-39/+286
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-0875-0/+75
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* Fix build on older GCC versionsRémi Verschelde2017-04-071-1/+1
| | | | | Travis builds would fail with: ./drivers/gles3/rasterizer_storage_gles3.h:1018:19: error: ISO C++ forbids initialization of member 'fixed_fps' [-fpermissive]
* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-0611-242/+526
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* [DLScript] fixed android builds nowKarroffel2017-04-061-1/+1
| | | | ... really.
* Merge pull request #8246 from GodotNativeTools/dlscript-moduleRémi Verschelde2017-04-042-0/+35
|\ | | | | DLScript module
| * 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
| * increased maximum number of scripting languagesKarroffel2017-04-031-8/+9
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| * Added methods for opening dynamic libraries to OSKarroffel2017-03-292-0/+34
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* | Merge pull request #8211 from robertdhernandez/NinePatch-FixRémi Verschelde2017-04-031-13/+13
|\ \ | | | | | | [3.0] Fixed NinePatchRect/StyleBoxTexture incorrectly drawing AtlasTexture
| * | Fixed AtlasTexture being incorrectlyRobert Hernandez2017-03-301-13/+13
| |/ | | | | | | | | Fixed StyleBoxTexture and NinePatchRect drawing the entire texture of an AtlasTexture.
* / Fix failing to compile shader on Adreno GPUvolzhs2017-04-021-9/+9
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* Merge pull request #7985 from Faless/enet_godot_sock_squashRémi Verschelde2017-03-242-1/+37
|\ | | | | Update ENet to use Godot sockets.
| * Allow non blocking UDP put_packet in C++.Fabio Alessandrelli2017-03-242-1/+37
| | | | | | | | | | | | - Add blocking mode option to PacketPeerUDP. - put_packet returns ERR_UNAVAILABLE when operation would block. - ENet module uses non-blocking UDP.
* | Fix typos in source code using codespellRémi Verschelde2017-03-245-7/+7
| | | | | | | | From https://github.com/lucasdemarchi/codespell
* | Several fixes to Android exporter and port.Juan Linietsky2017-03-231-89/+83
| | | | | | | | Android seems to be working again!
* | Some WebGL 2 and build fixes/clean-upeska2017-03-171-2/+1
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* | more html5 fixesJuan Linietsky2017-03-141-0/+3
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* | Merge pull request #8009 from Calinou/directional_shadow_interpolationRémi Verschelde2017-03-131-2/+2
|\ \ | | | | | | Improve directional shadow filtering by using linear interpolation
| * | Improve directional shadow filtering by using linear interpolationHugo Locurcio2017-03-111-2/+2
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* | Merge pull request #7981 from RandomShaper/position-for-2d-shadersRémi Verschelde2017-03-131-0/+1
|\ \ | | | | | | Map POSITION to gl_FragCoord.xy for 2D shaders
| * | Map POSITION to gl_FragCoord.xy for 2D shadersPedro J. Estébanez2017-03-081-0/+1
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* | | converted skeletons from uniform to textureJuan Linietsky2017-03-124-141/+189
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* | Fix build issue with MSVCRémi Verschelde2017-03-061-1/+2
|/ | | | windows.h is a mess.
* Make that Whole New World great againRémi Verschelde2017-03-051-1/+3
| | | | Fix regression from 5dbf180 that broke Windows build.
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-0574-14134/+11877
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Add a bunch of missing Godot headers in own filesRémi Verschelde2017-03-0519-10/+432
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* Added missing FIXMEs in PR #7878Ferenc Arn2017-03-021-1/+1
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* Various fixes detected using PVS-Studio static analyzer.Thaer Razeq2017-02-283-1/+3
| | | | | | | - 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
* Fixes to webgl/opengl es 3.0 for compatibility with webgl2.0, still does not ↵Juan Linietsky2017-02-226-29/+51
| | | | work though
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-2110-10/+10
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Correct hash behavior for floating point numbersHein-Pieter van Braam2017-02-162-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | This fixes HashMap where a key or part of a key is a floating point number. To fix this the following has been done: * HashMap now takes an extra template argument Comparator. This class gets used to compare keys. The default Comperator now works correctly for common types and floating point numbets. * Variant implements ::hash_compare() now. This function implements nan-safe comparison for all types with components that contain floating point numbers. * Variant now has a VariantComparator which uses Variant::hash_compare() safely compare floating point components of variant's types. * The hash functions for floating point numbers will now normalize NaN values so that all floating point numbers that are NaN hash to the same value. C++ module writers that want to use HashMap internally in their modules can now also safeguard against this crash by defining their on Comperator class that safely compares their types. GDScript users, or writers of modules that don't use HashMap internally in their modules don't need to do anything. This fixes #7354 and fixes #6947.
* a ton of bug fixes to the rendererJuan Linietsky2017-02-165-31/+118
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* Many fixes to make exported scenes work better, still buggy.Juan Linietsky2017-02-151-1/+5
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* -begin of export work, not done yetJuan Linietsky2017-02-151-4/+4
| | | | -fixes to make scenes exported from godot 2.x work
* Merge pull request #7581 from Faless/v6_wild_bindRémi Verschelde2017-02-127-38/+75
|\ | | | | TCP/UDP listen bind to address and bugfixes
| * Fix buffer size check in UDP socket.Fabio Alessandrelli2017-01-231-1/+1
| | | | | | | | | | We were reserving 12 bytes from the buffer for ip, port, and length, but since IPv6 introduction we should be reserving 24 (IPv6 are 16 bytes)
| * Use default UDP ring buffer size of 65536 for clientsFabio Alessandrelli2017-01-231-2/+2
| | | | | | | | | | | | | | We should probably create a specific function for setting the recv buffer anyway. UDP sockets does not need to bind (listen) to be able to call recvfrom. This is especially useful for clients who just call set_send_address and start communicating with a server.
| * Fix bug causing UDP socket to close after the first send if not listeningFabio Alessandrelli2017-01-231-0/+1
| | | | | | | | The ring buffer for receiving packets was not resized in constructor
| * Avoid deadlock when writing/reading data on a connecting TCP socketFabio Alessandrelli2017-01-232-10/+5
| | | | | | | | | | TCP status polling is always performed as non blocking. Trying to put a packet on a connecting socket will fail immediately.
| * Bind to IPv4 on OpenBSD when using wildcardFabio Alessandrelli2017-01-232-0/+8
| | | | | | | | OpenBSD does not support binding on both IPv4 and IPv6 using the same socket
| * Remove set_ip_type from network classes (no longer needed)Fabio Alessandrelli2017-01-234-9/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | - TCP: - `listen` bind to wildcard "*" -> dual stack socket - `listen` bind to address -> socket from address type - `connect` -> resolve using best protocol (UNSPEC), socket from address type - UDP: - `listen` bind to wildcard "*" -> dual stack socket - `listen` bind to address -> socket from address type - `put_packet`/`put_var` -> resolve using TYPE_ANY (UNSPEC), socket from address type (to change socket type you must first call `close` it)
| * Implement UDP listen bind addressFabio Alessandrelli2017-01-232-6/+21
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| * Implement TCP Server bind addressFabio Alessandrelli2017-01-234-11/+29
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| * Convert validity checks of IP_Address to is_valid method.Fabio Alessandrelli2017-01-233-3/+3
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| * Avoid calling close when polling a UDP peer without socketFabio Alessandrelli2017-01-231-0/+4
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