| Commit message (Collapse) | Author | Age | Files | Lines | |
|---|---|---|---|---|---|
| * | Re-add ouya gamepad mapping. | Andreas Haas | 2017-04-10 | 1 | -0/+2 |
| | | | | | Also adds yet another type of ps4 controller. | ||||
| * | Add "Godot Engine contributors" copyright line | Rémi Verschelde | 2017-04-08 | 1 | -0/+1 |
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| * | Fix warped mouse panning on Linux | Pedro J. Estébanez | 2017-04-03 | 1 | -1/+16 |
| | | | | | Fix/improve it also on certain edge cases for any platform | ||||
| * | Input: Update Gamepad mappings. | Andreas Haas | 2017-04-02 | 1 | -12/+34 |
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| * | Merge pull request #8166 from evolarium/joystick_fix | Andreas Haas | 2017-03-30 | 1 | -2/+7 |
| |\ | | | | | Initialize hat values for mapping and revert X360 mappings. | ||||
| | * | Initialize hat values for mapping and revert X360 mappings. | Jordan Patterson | 2017-03-27 | 1 | -2/+7 |
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| * | | Better handling of joypad device IDs. | Andreas Haas | 2017-03-26 | 1 | -0/+9 |
| |/ | | | | | | | 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 | ||||
| * | Input: Update mouse position on mouse-button events. | Andreas Haas | 2017-03-24 | 1 | -0/+5 |
| | | | | | (cherry picked from commit 468719c480100a0d5c8e5c5760f7f38f6a857d4a) | ||||
| * | Implement warped mouse panning for 2D & 3D editors | Pedro J. Estébanez | 2017-03-22 | 1 | -0/+11 |
| | | | | | | Enabled by default as in Blender, but can be disabled separately for 2D & 3D; the core functionality is in Input so this could be reused or even exposed to scripts in the future | ||||
| * | Bring that Whole New World to the Old Continent too | Rémi Verschelde | 2017-03-19 | 1 | -170/+149 |
| | | | | | | Applies the clang-format style to the 2.1 branch as done for master in 5dbf1809c6e3e905b94b8764e99491e608122261. | ||||
| * | Style: No break before list brace | Rémi Verschelde | 2017-03-18 | 1 | -2/+1 |
| | | | | | | | | | | clang-format does not handle that well *at all*. For the reference, found the relevant pieces of code with: `ag "=[ "$'\t'"]?"$'\n'"[ "$'\t'"]?{" --ignore=thirdparty` (cherry picked from commit 40323407df65ef8f40648c51ab9b4574ea985d7f) | ||||
| * | Core motion for Godot 2.x (based on PR 7127) | BastiaanOlij | 2017-03-09 | 1 | -0/+14 |
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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) | ||||
| * | Allow whitespace in Gamepad mappings. | Andreas Haas | 2016-10-17 | 1 | -2/+2 |
| | | | | | | | | | | | Previously, mappings that contained whitespace (most likely after a comma seperator) would not parse correctly. Consider the following mapping as an example: "_test_guid_, test controller, a:b0, b:b1, leftx:a0 ," (cherry picked from commit fa502b7ccc1859b7d75dac841036eda6bff5210d) | ||||
| * | Add function to get readable names for joystick events | Andreas Haas | 2016-10-09 | 1 | -0/+58 |
| | | | | | | | Closes #6476 (cherry picked from commit e0fcd9331a7ce0e3afd7240a65ecf3e8c59ef9a3) | ||||
| * | Fix input action pressed state not changing for quick joystick movements. | Andreas Haas | 2016-10-09 | 1 | -0/+7 |
| | | | | | | | | fixes #6488 Also removes a bunch of dead code related to checking if a joystick axis is pressed. (cherry picked from commit 84783fe77b5dfa89a1bcf5a7e60a3b3ab7d876bd) | ||||
| * | x11: fix x360 wireless gamepad mapping. | Andreas Haas | 2016-09-18 | 1 | -1/+1 |
| | | | | | | | | Uses hat values instead of buttons for the dpad now. Fixes #6419 (cherry picked from commit 20bad652efdb1a26ab3307aa733208b449e40c83) | ||||
| * | Update gamepad mappings from community db. | Andreas Haas | 2016-09-18 | 1 | -1/+28 |
| | | | | | (cherry picked from commit 808bd539342a55ad1c59c621a05443957626bc9f) | ||||
| * | Fix crash when trying to access the guid of an unavailable Gamepad. | Andreas Haas | 2016-09-01 | 1 | -0/+1 |
| | | | | | | | Throws an error now. (cherry picked from commit 02a8604906b1f50000f96e2f8dbd0d50a162ab6f) | ||||
| * | Fix steam controller gamepad mapping | Andreas Haas | 2016-08-08 | 1 | -1/+1 |
| | | | | | | | The left stick click was missing (cherry picked from commit e52567bd2988e901c7c757a5f3a2d98309eaa902) | ||||
| * | Add gamepad mapping for the steam controller userspace driver. | Andreas Haas | 2016-07-26 | 1 | -0/+1 |
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| * | Added gyroscope support to Godot and Android | Jamil Halabi | 2016-07-16 | 1 | -0/+14 |
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| * | Merge pull request #5559 from Hinsbart/connected_joysticks | punto- | 2016-07-10 | 1 | -3/+15 |
| |\ | | | | | Input: add get_connected_joysticks() method. | ||||
| | * | Input: add get_connected_joysticks() method. | Andreas Haas | 2016-07-05 | 1 | -3/+15 |
| | | | | | | | | | fixes #5465 | ||||
| * | | Can use AtlasTextures as custom mouse cursor. | Andreas Haas | 2016-07-03 | 1 | -1/+4 |
| |/ | | | | fixes #3957 | ||||
| * | Fix the joystick vibration timestamp | Wilhem Barbier | 2016-06-20 | 1 | -1/+1 |
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| * | Merge pull request #5225 from Hinsbart/x_rumble | Rémi Verschelde | 2016-06-19 | 1 | -1/+1 |
| |\ | | | | | Windows: Support gamepad vibration using XInput. | ||||
| | * | Windows: Support gamepad vibration using XInput. | Andreas Haas | 2016-06-15 | 1 | -1/+1 |
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| * | | Add missing license headers in our source files (#5255) | Rémi Verschelde | 2016-06-18 | 1 | -0/+28 |
| |/ | | | Also removes a couple wrong Godot headers from third-party source files. | ||||
| * | Add joystick vibration support on Linux (#5043) | Wilhem Barbier | 2016-06-15 | 1 | -0/+47 |
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| * | Update gamepad mappings. | Andreas Haas | 2016-06-14 | 1 | -0/+18 |
| | | | | | Merge mappings from https://github.com/gabomdq/SDL_GameControllerDB | ||||
| * | Add magnetometer sensor support for Android | fluffrabbit | 2016-05-27 | 1 | -0/+14 |
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| * | Fix ds3 gamepad mapping | Hinsbart | 2016-05-04 | 1 | -0/+1 |
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| * | use joystick name from mapping-db if available | hinsbart | 2016-02-29 | 1 | -0/+2 |
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| * | OUYA gamepad mappings fix | Krzysztof Jankowski | 2016-02-25 | 1 | -0/+1 |
| | | | | Fix gamepad mappings for OUYA revision 4 | ||||
| * | added more Android gamepad mappings | Dana Olson | 2016-02-24 | 1 | -2/+5 |
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| * | added a couple more Linux mappings, tweaked Ouya Linux mapping | Dana Olson | 2016-02-23 | 1 | -2/+6 |
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| * | fix is_joy_mapped return value | hondres | 2016-02-16 | 1 | -1/+2 |
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| * | fix joystick axis handling for Input.is_action_pressed() | hondres | 2016-02-15 | 1 | -0/+12 |
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| * | x11: analog triggers for ps4 gamepad | hondres | 2016-02-14 | 1 | -1/+1 |
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| * | Merge pull request #3428 from Hinsbart/android-gamepad | punto- | 2016-02-08 | 1 | -3/+16 |
| |\ | | | | | support gamepad remapping on android | ||||
| | * | use fallback mapping from list | Hondres | 2016-01-27 | 1 | -17/+13 |
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| | * | can use fallback mapping on all platforms | hondres | 2016-01-24 | 1 | -14/+17 |
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| | * | support gamepad remapping on android | hondres | 2016-01-24 | 1 | -0/+14 |
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| * | | added more gamepad mappings | Dana Olson | 2016-02-01 | 1 | -76/+89 |
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| * | | clear joystick state on disconnection | hondres | 2016-01-26 | 1 | -1/+11 |
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| * | add mappings and increase max number of buttons | hondres | 2016-01-22 | 1 | -3/+6 |
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| * | html5 gamepad support | Hinsbart | 2016-01-21 | 1 | -0/+42 |
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| * | Add some joystick functions to input. Enables manipulation of mappings at ↵ | hondres | 2016-01-08 | 1 | -0/+46 |
| | | | | | runtime | ||||
| * | Analog values for gamepad triggers, using axes 6 & 7 | hondres | 2016-01-02 | 1 | -3/+14 |
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